hi; On Fri, 2007-12-28 at 10:47 +0200, Tapani Pälli wrote:
> I've been tracing a bug in my code that calls 'clutter_actor_destroy'. > For some reason bad things happen and I managed to trace it as possible > bug in fglrx driver (?) (see backtrace below) However, this brings the > question that if I want to destroy an clutter_texture actor, why would I > want to read pixels from graphics card to main memory? This happens in > clutter_texture_unrealize. I want to get rid of the actor and all memory > it has, the pixelreading there is a lot of overload. the pixels are read back from video memory into main memory when unrealizing a texture because you can then keep the texture object around without having it consume video memory. this is only done, though, if the driver advertise its support to actually do it - so it's really a bug in the fglrx driver (shocker). the unrealize call is part of the actor's dispose sequence; I guess we could simply avoid moving the texture data from video to main memory if we are calling unrealize in the middle of a dispose run. 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]
