Hello Emmanuele and everyone, 2010/7/28 Emmanuele Bassi <eba...@linux.intel.com>: > I'm currently out of office to a conference, so I'm going to answer very > quickly... >
Thanks for replying so quickly! You are much dedicated, as we can see on the IRC and the mailing list. :) > On Tue, 2010-07-27 at 10:21 -0400, Alexandre Quessy wrote: >> 2) My second requirement, is that we can set the actor (the plane on >> which we draw the texture) can be automatically resized when the >> window is resized. (the units are in pixels in Clutter, which is not >> what I am used with) I know this is possible in Clutter. > > it's possible. you can set the stage to be resizable and then use > notification on allocation changes. in Clutter 1.4 there will be a > ClutterBindConstraint and a ClutterAlignConstraint which allows to match > position/size and align actors depending on normalized (0.0 → 1.0) > values. These will only be in version 1.4: I see. I'll find a way, meanwhile, peeking in the code of those new tools. >> 4) Fourth requirement: be able to use shaders with two textures fed to >> it. The idea is to blend two images together using the overlay mode. >> (the live input + the animation playback) That's what I am not sure at >> all about. > > ClutterShader allows that - just create a ClutterTexture, get the > CoglMaterial out of it and set two CoglTextures as two separate material > layers. the layer number is also the texture sampler id. It's nice that the library provides tools to do that. There are many project which need that. > the interactive test suite has a lot of code that deals with the API; > some high level GL concepts are mapped in an object oriented way, but > they are relatively the same. Yes, there will be plenty of stuff to dig into. Of course, it's always possible to dig and play in the guts of low-level OpenGL stuff. Thanks again! -- Alexandre Quessy http://alexandre.quessy.net/ -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com