이주성 wrote:
> like this! clutter_group_paint is called recursively by parent. and
> cogl_push_matrix function is called continuously without calling
> cogl_pop_matix ().
> so When i run clutter in target board that have
> GL_MAX_MODELVIEW_STACK_DEPTH is 16. I saw stack over flow error!

Yes, the stack depth of your HW limits the depth of the actor recursion;
so if your depth is 16, you can have at most 16 actors stacked up in any
branch of the  scenegraph, like this

stage
  - parent1
   - parent2
...
       -final-childN

Please note that does not limit the number of actors you can have on the
stage, only the depth of the tree. Something like the following would be
fine even with depth 16:

stage
  - parent1
    -child1-1
    -child1-2
    ...
    -child1-25

  - parent2
    -child2-1
    -child2-2
    ...
    -child2-100

The tree above would have 128 actors on stage, but only depth of 3.

> 
> Question !!
> (1) should I make app. window, view not to inherited from ClutterGroup?
> (2) Is there solution to avoid stack overflow error?

You need to organize your scenegraph so that it is shallower.

Tomas

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