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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