On Nov 4, 2007 2:21 AM, Flo <[EMAIL PROTECTED]> wrote:
> Dear all:
>
> My name's florent and although I'm rather new to the EFLs world, and
> thanks to some great examples over the internet (from Gustavo Sverzut
> Barbieri and Raoul Hecky), I already managed to achieved nice results
> using Evas.
>
> However, after investigating evas's (endless) possibility as a GUI
> I'm hitting a wall while trying to do the following:
>
> I want to integrate an OpenGL render window within my Evas UI, this
> Evas UI handling every callbacks (mouse and keyboard events) whether
> from the evas canevas or the openGL render window.
>
> The example I tried to achieved, but failed so far, would be to
> integrate a glxgears render window (from the famous linux glxgears
> OpenGL render app) in a simple Evas canevas contaning a button that
> would launch the openGL render window.
>
> I would appreciate any idea/code/direction on how to achieve this as,
> from my internet digging, I did not find any example.
>
> thanks for your help.
>
> florent.
>

Hi,
don't know if this might help you, but i did something similar with
the fb engine (if i understood correctly):
i make the engine "export" the private engine data (i.e the fb
pointer) to my evas application, then i do an obscure rectangle in the
part of the fb that i will access so evas wont draw there (the mouse
and everyhting wont be drawn too) and use my own gfx routines to draw
there (the obscure / redraw code in evas isnt perfect, some small
parts of the obscure rectangle are redrawn, but its ok). With this you
can use opengl functions on that area and still use evas' ones on the
other part of the window.

This is a good reason to change how evas behaves with engines, some
engines allocate the data by themselves and you can't access it from
outside and to others you provide them with the required engine data.

regards

>
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