On Dec 28, 2007 12:01 AM, Emmanuele Bassi <[EMAIL PROTECTED]> wrote:

> 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.

Could you elaborate the semantics of applying a shader to, say,
ClutterGroup or the stage?

Since shaders are bound to painting vertex shaders obviously won't
affect clutter's idea of bounding boxes and such. Similar to scaling I
suppose, though I can't recall it being explicitly mentioned. Might be
worth documenting how different things are (not) related.

(I'm wondering whether shaders would be useful for implementing "full
scene" effects such as blurring half/whole stage simulating a glass
plate.)


-- 
Tommi Komulainen                                 [EMAIL PROTECTED]
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