> A way to make it cleaner and more generic would be to do as
> Jose said: render the OpenGL scene in a buffer, and render the
> buffer content in an Evas image. This should even be compatible
> with all the engines, but it may be a lot slower (I don't know,
> I never did something like that).
It's bound to be considerably slower.. maybe depending on
wether there's good 'render-to-texture' support. It's main worth
is as you mention that it's evas-engine agnostic, and requires
no changes to current evas.
There are still other options though yet to be explored.. :)
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