Oscar, On Wed, 2010-04-07 at 16:56 +0200, Oscar Lazzarino wrote: > On Wed, Apr 7, 2010 at 4:43 PM, Neil Roberts <n...@linux.intel.com> wrote: > > > > You can't call the cogl_pango_* functions using a layout created with a > > regular pango context - instead it has to be a context created with the > > special Cogl font map. The cogl_pango functions in cogl-pango.h are > > meant to be public so it is safe to use them. The lack of documentation > > is an oversight not an attempt to hide them. > > > > The usual way to paint custom text in an actor is to call > > clutter_actor_create_pango_layout() and then render it with > > cogl_pango_render_layout(). This will take advantage of the CoglPango > > glyph cache and render the text from textures so it should be relatively > > efficient. > > > > Hope that helps > > > > - Neil > > > > I did as you said, and it works :) > > Actually, just out of curiosity, I also tried to create the Pango > context like this > > PangoFontMap *lPangoFontMap = cogl_pango_font_map_new(); > PangoContext *lPangoCtx = pango_font_map_create_context(lPangoFontMap); > > and it also works.
Yes, it works. Your case is about interacting with Pango. Cogl is a wrapper of GL and GLES calls, if you try with GL or GLES specific call, you need a call to clutter_init to initialize the display. > > Thanks to everyone who answered :) > > O. Regards, -Hieu -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com