Hi, I'm currently using ClutterGLXTexturePixmap to redirect video. Rather than having updates from the redirected window be rendered immediately, I'd like to instead buffer 4 or 5 frames into separate COGL textures, and then replace the underlying COGL texture of a ClutterTexture using my own timing mechanism.
>From what I can see, in order to accomplish this, it looks like I'm going to be reimplementing most of the tfp code inside clutter in my application. I think the basic recipe would look like: 1. Create a ClutterTexture to hold the video contents and add it to the stage. 2. XCompositeRedirectWindow() and XCompositeNameWindowPixmap() to fetch the pixmap. 3. glXCreatePixmap() on the above pixmap to fetch glx_pixmap. 4. Create the desired number of buffered frames with cogl_texture_new_with_size(). 5. Upon a damage event, grab an available COGL texture created in #4 and glBindTexture(), then glXBindTexImageEXT() on the glx_pixmap. 6. A separate pipeline responsible for timing the buffered frames takes the oldest updated texture from #5 call clutter_texture_set_cogl_texture() on the ClutterTexture from #1. Before falling too far down the rabbit hole, I wanted to ask those better informed: 1. Is the above approach at all tenable? 2. Is there any way I can still make use ClutterGLXTexturePixmap but extend it in some way to accomplish the same goal? Thanks, Jason. -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com