hi everyone; another feature appearing in Clutter 0.6 will be the shader abstraction API; I'll let Pippin describe it in further detail, but these are the basics:
the shader abstraction is a way to hide the complexities of the OpenGL programmable pipeline, and provide a reliable API set for discovering and applying vertex and fragment shaders to actors at run-time. the ClutterShader object holds the shaders GLSL source code and can be applied to an actor using the clutter_actor_apply_shader() function. the shader will then be compiled and bound to the actor paint sequence. it is also possible to set the value for named parameters. the shader binding and support discovery is done at run-time, as it depends on hardware support; all the failures should be completely recoverable by the application, which can then fall back to a shader-less implementation. ciao, Emmanuele. -- Emmanuele Bassi, OpenedHand Ltd. Unit R, Homesdale Business Centre 216-218 Homesdale Rd., Bromley - BR12QZ http://www.o-hand.com -- To unsubscribe send a mail to [EMAIL PROTECTED]
