I tried to create a custom actors, using direct OpenGL calls in the
paint override.
It worked well, until I used my custom actor together with an existing
Clutter basic actor like ClutterLabel for example. In this case I
observed all kinds of corruptions in both the basic and custom actors,
like wrong texture mapping, etc.
Digging deeper into the ClutterLabel implementation, and into Cogl, I
discovered that Cogl is not just an abstraction around the GL/GLES
backend, but it also actually manages an internal cache of the GL state.
I guess it was motivated by a concern of saving expensive and useless
state changes.
But this is a problem when creating a custom actors with direct GL
calls, as it conflicts with the Cogl state machine of other actors.
Did anybody else hit the same problem ?
Is there a way to cancel Cogl's internal GL state cache ?
Right now because of this I am constrained to use Cogl in my custom
actors. But Cogl is quite limited. This will be the subject of a
separate message.
Thanks,
Michael
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Michael Boccara
Graphtech
Herzliya, Israel
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