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]

Reply via email to