On Sun, May 13, 2012 at 11:38 AM, Lionel Landwerlin <llandwer...@gmail.com> wrote: > Clones are slightly different, instead of having a reference to the > underlaying CoglTexture, they have a reference on the ClutterActor > they're created from. In your case, I guess that shouldn't be a problem. > > Regarding your binding problem, one thing you could try is creating a > ClutterTexture then use the set_from_file() method on this first actor, > and get the CoglTexture using get_cogl_texture on this. You should be > able to create new textures and call set_cogl_texture on them. > > -- > Lionel
Thanks for the response. After I sent the previous email I also thought of creating a ClutterTexture from file & using get_cogl_texture. However, although `texture.get_cogl_texture` is a function, it seems to return `undefined` as its result always. I do have the Cogl namespace available and loaded. This is even with the texture loading synchronously, and I can verify it loaded because if I add the texture to a stage and display it, it displays the image as I expect. I'm not sure why it is returning undefined. (the texture is a .xpm if that helps any). Although I do notice that this function returns a Cogl.Handle and the Cogl namespace available to me through gobject introspection doesn't appear to have a 'Cogl.Handle' object. I guess it could be another bindings problem. I'll have a go at Clutter.Clone & see how it goes. Thanks for the feedback! I'm anticipating penguins running over my screen any time now! _______________________________________________ clutter-app-devel-list mailing list clutter-app-devel-list@clutter-project.org http://lists.clutter-project.org/listinfo/clutter-app-devel-list