Hi;

On Sat, 2008-03-29 at 07:21 -0700, ere wer wrote:
> First I want to congratulate the team for the wonderful Clutter! 
> It lets you make cool things easily, but above all it seams a very thoughtful 
> project. The use of standard technologies(gobject) and programming 
> model(gtk`s) is a wise decision.This is the main reason I desided to Clutter 
> over EFL/Evas!
> Second I really like the separation of the core from the "widgets" library, 
> this makes the api vary clean, easy to learn and even easy to start hacking 
> on it! It also makes every widget equal - no widget will use "special tricks".
> 

Thanks :)

> Anyway, I wish you good luck and do not lose focus! Even now It has enough 
> functionality to fitt many many needs. Keep it simple; as fast as possible 
> and (above all) crossplatform.
> For me that is the single most important thing and please let it be of 
> topmost priority. I'm a Linux user for only a month and the app I'm trying to 
> create is targeted manly to windows users. I have started it with C#+XAML, 
> but than I felled in love with Linux and (after quite a research) had decided 
> to rewrite it with Clutter. It will be harder, I know, but xaml was overkill 
> anyways.
> 
> Now for may question.
> How is the best way to use Clutter ontop of OpenGL viewport? For instance 3D 
> game HUD, or Blender-like UI widgets (the floating panels in the viewports).
> 
> I was thinking of few ways.
> 1 Subclass an actor and paint anything on it. I m sure it is possible but I 
> have to manually manage the widget size and position, also possible depth and 
> fog problems.
> 2 Subclass the stage, paint anything and as a last step draw all the widgets 
> on stage as usual.
> 3 Draw the stage to RGBA offscreen surface, than (in my Ogl draying code) 
> place a screen aligned ractangle and paint it eith the clutter UI tex.
> I have not thought about the mouse/keyboard input events yet...
> 
> I imagine this is a vary common request for a UI-based-on-OpenGL - to make it 
> work "within" OpenGL , not only "surround" it (like any other normal UI 
> toolkit on earth). This, combined with a superb integration with GTK will 
> make Clutter the best(only?) tool for every app that uses OpenGL already (3d 
> modelng, CAD, scientific etc )
> 

I think there are two rough ways to go here, either so something with
FBO's (clutter_texture_from_actor and then pull the gl texture id out -
events could be a problem though) or just essentially somehow implement
all the underlying app rendering in a custom actor (you could perhaps
make this a pretty much top level actor below stage with the overlay as
a child - via that avoiding any depth/fog issues).

Neither case is quite ideal - but then again this isn't quite an
intended Clutter use case, not that I cant see its potential usefulness.
I guess ultimately this comes down to the potential Clutter canvas mode
[1] but I havn't yet been able to figure out how that could really work
nicely.

  == Matthew


[1] http://bugzilla.openedhand.com/show_bug.cgi?id=780

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