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?
*******
- Reid van Melle
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