Sorry for this dump of questions...

1. Full Screen Mode

I'm just throwing this out before I start digging through code. I translated one of the cairo-actor test programs (flowers.ml) into OCAML for the bindings that I'm working on. Everything works except the full-screen mode setting. I'm 99% confident that I've replicated the exact sequence of C-calls from OCAML, yet the behaviour is slightly different (alla the full-screen mode setting). This suggests that there is some difference related to the way the program is linked and/or executed. Would this make any sense? Does anybody have any clues as to the underlying full-screen mode behaviour/ decision process that might impact this?

2. X11 Backend on Mac

I'm very happy to have the native OSX backend and have been using that exclusively. However, this means that I can't embed clutter into the GTK applications that I'm building etc. I think I saw a posting from somebody about disabling a number of the X extensions that are not found in the apple-provided X11 server. Are there other options? Is this an easy process? What is the associated performance impact as an order of magnitude? i.e. is it just slower but still usable? Does anybody happen to know if these extensions are available in 10.5 or have experience with building/using a non- apple X11 server?

3. Clutter Test Programs

There are a few test programs (i.e. cluttter/tests/*) that crash and potentially a few others that are not executing properly. Is this expected? Or is every instance of a failing test program a bug that should be investigated and filed?

4. Intent of the COGL API

I was confused as-to the usage intent of the COGL API... mostly because of the use of ClutterFixed. I wrapped this as part of the bindings, since it seemed like a very easy-to-use 2D OpenGL abstraction. However, I remembered reading that ClutterFixed was not intended for use in bindings etc which made me think that perhaps this was intended only for embedded environments where FPUs were not available. Is this the case? I realize that ClutterFixed are really ClutterUnits under-the-hood... is this just an oversight in the documentation?

As a side note, my intent is to provide equivalent the equivalent "OCAML macros" for ClutterUnits conversions which should offer approximately the same performance as the C macros without having to cross the C/OCAML barrier. What was the intent with other language bindings?

5. Direct Usage of OpenGL

Question #4 led me to try direct use of the OpenGL API within a "Coglbox" actor paint function. It did not seem to work as I hoped. I was just drawing a simple rectangular polygon via OpenGL... I saw the rectangle appear and then disappear very quickly in subsequent calls to the paint function. Would this be expected behaviour i.e. does this make sense? It is intended to be able to use OpenGL directly within actors? Are there additional instructions and/or examples that I have overlooked?


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- Reid van Melle

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