>  > * what language you will/want to develop your glSMIL player(s) in ?
>  Preferably C (for the clutter related part).

My guess is that what we're currently working on will eventually
evolve into a compositing/animation/GUI editor; this means if/when
JSON-based serialization arrives into clutter, we will eventually be
able to have animations/effects in a portable shape.

>  I guess we could just propose extentions to the transition effects (for
>  SMIL3+ versions). Or do you think the amount of parameters are a problem?

Nah, i think we can keep up with the same kind of parameters. The
problem IMHO is more that some animations will never be
"standardizable" if you want to keep maximum freedom in animating
(loading JSON plugins at run time in the SMIL player for custom ones
could be a solution).

> Tonight 22:30 (GMT+1) we are joining forces again in #clutter-smil lets 
> brainstorm and divide work :)

Argh, sorry i didn't cath the mail soon enough, i'll try to stay on
the chan today.

FLo
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