Hi, I've been using Clutter for a while and inside multithreaded environment. In my environment, one threads will initialize the clutter_main while other threads can create/destroy/manipulate the actor's properties.
I'm facing the issue that there's ClutterText created in 1 thread, in other thread, it will get the ClutterText's pointer and setting its properties i.e. font name, or size of the actor. The call is failed because of the texture sharing issue inside GL. Currently I'm using clutter_threads_add_idle to indicate that the call is inside the thread context that create the clutter and actor. I wonder is there any other ways so that I can by-pass the clutter_threads_add_idle? Many thanks, -Hieu -- To unsubscribe send a mail to [email protected]
