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. -- To unsubscribe send a mail to [email protected]
