On 15 June 2010 22:52, Richard Hughes <[email protected]> wrote:
> I've attached a patch to make the clutter shader types use dynamically
> allocated memory, which allows me to pass the few kb of data to my
> fragment shader.

Actually, that doesn't work so well, as clutter_shader_set_uniform()
uses the 'size' as the vector width, rather than the data size for a
1D float array.

Would you guys take a patch to add a size check to the existing
functions (with a critical warning perhaps) to avoid blitting random
blobs of memory and then for me to write a patch for a
ClutterShaderFloatArray GValue type? This would contain the size
(width) and the length (number of elements).

In related news, creating a ClutterShader object, compiling it, then
using cogl_program_use(), then cogl_program_uniform_float(), then
assigning it to a ClutterActor, doesn't work so well. I guess it's
poking about behind the scenes a little too much.

Thanks,

Richard.
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