Here you are.
http://bonifazi.blogspot.com/2009/11/gtk-glade-gtkglext-all-in-one-windows.html

On Fri, Oct 1, 2010 at 5:12 PM, Jin Huang <[email protected]> wrote:

> Thank you all for so many useful discussing.
>
> It seems I have two choices.  One is gtkglext, and another one is clutter.
>
> I use osg as the scenegraph, so it seems that a simple OpenGL windows with
> *configurable* (RGB or RGBA, double buffer or single buffer, etc.) OpenGL
> setting is enough. And I also want the program can be run in both Linux and
> windows system.  The major problem is that I have tried to compile gtkglext,
> but failed.  The link (
> http://www.bonifazi.eu/appunti/2008/02/gtk-glade-gtkglext-all-in-one-windows.html)
> which provides the pre-compiled binary has broken.
>
> Clutter is very interesting, since it seems will be a "standard" way to use
> OpenGL in the future.  If so, that's great, and I am willing to try it.
>  Because I use osg, the performance may not be a problem, since clutter just
> providing a OpenGL rendering context. However I cannot find a simple
> example, e.g. call OpenGL routines to render a cube in side of the clutter,
> as the starting point.  Where can I get more information about this?
>
> I love gtk, however, it is not so friendly to windows and OpenGL.
>
> Best,
>
> Jin
>
> on 10/01/2010 01:03 AM, Emmanuele Bassi written:
>
>> On Thu, 2010-09-30 at 16:08 +0100, Jeremy Henty wrote:
>>
>>  I would  *not* recommend using  clutter for 3D modeling  software.
>>>
>>
>> neither would I.
>>
>>    At
>>> work  I recently  had to  profile various  approaches to  GTK canvases
>>> (gdk,  foocanvas,  goocanvas,  clutter,  gtkglext).  We  write  genome
>>> browsers so we *have* to render thousands of items quickly.  I imagine
>>> 3D modeling  software would have  similar constraints.  We gave  up on
>>> clutter because of its performance.  Not only did it render slowly but
>>> creating a new  clutter item was O(number of  already existing items).
>>>
>>
>> it's a scene graph: what did you expect? :-p
>>
>> granted, we're using the painters algorithm when we should be using more
>> efficient ways of submitting geometry to the GPU - and we're working
>> into implementing that[0], but at the end of the day any actor needs to
>> be reachable through a graph.
>>
>> if you want to draw elements you might want to use a single actor and
>> then use a VBO through the Cogl API - but, then again, you can use GL
>> directly with GtkGLExt.
>>
>> it would make sense to use Clutter for the main modeling view if and
>> only if the rest of the application UI was using Clutter.
>>
>>  GtkGlext was the only approach  that offered any hope of significantly
>>> improving on good old foocanvas.
>>>
>>
>> clearly, since you need to drop down into raw GL, and that's all
>> GtkGLExt provides.
>>
>>  Clutter seems to be focussed on eye-candy.
>>>
>>
>> "eye-candy" has generally negative connotations. Clutter is meant to be
>> used to create compelling and dynamical user interfaces; it's an
>> equivalent to CoreAnimation on Quartz and WPF on Win32. would you create
>> a 3D modeling software using CALayers?
>>
>>  BTW, if  you profile  clutter then be  careful: for most  toolkits you
>>> time the expose event handler, but in clutter that just sends an alert
>>> to  a separate  clutter animation  event stream  and triggers  a paint
>>> event handler.  Make sure you profile the right thing!
>>>
>>
>> on X11 you get an expose event for real windows; in Clutter, the only
>> Window, as far as X11 is concerned, is the one implicitly created by a
>> Stage. gtk+ 2.x too has moved away from sub-windows; and in 3.x gtk
>> moves away from expose events delivered to widgets, in favour of a
>> Clutter-like approach of top-down "draw" calls sent to each widget.
>>
>> ciao,
>>  Emmanuele.
>>
>> [0] http://wiki.clutter-project.org/wiki/Cogl_Render_Lists
>>
>>
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-- 
Marco Bonifazi
http://www.bonifazi.eu
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