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 -- To unsubscribe send a mail to [EMAIL PROTECTED]
