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

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