Hello, I am rather new to clutter and am slightly worried about the clutter timeline/effect/behaviour setup, it seems to depend on a loop of a static number of frames (say 0 to 60) with the progress through the timeline depending on how many frames have been shown.
This worries me a bit as I am designing a user interface based application that might be used by people without hardware acceleration, thus if I created a timeline with four seconds worth of frames but their software opengl renderer (mesa I would guess) can only produce half the framerate needed, everything would go twice as slow? In essence it seems like the best setup would be to be able to say that a timeline should run for x seconds and the framerate be dynamically adjusted to the users needs. Instead of relying on how many frames have been rendered to dictate how far though the timeline we are, we rely on how much physical time has passed. Of course I may just be completely misunderstanding the entire topic :) (I am aware of clutter_timeline_set_duration and the like but they still depend on a fps it seems) -- Gord Allott ([EMAIL PROTECTED])
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