Re: [clutter] VA-API support to clutter-gst

2010-05-13 Thread Uday Verma
Wow, awesome!!

Can't wait to try it out :)

On Thu, May 13, 2010 at 10:20 AM, Gwenole Beauchesne 
gbeauche...@splitted-desktop.com wrote:

 Hi,

 I have posted some patches to add VA-API support to clutter-gst:
 http://bugzilla.openedhand.com/show_bug.cgi?id=2119

 You need gstreamer-vaapi = 0.2.2 available at:
 http://www.splitted-desktop.com/~gbeauchesne/gstreamer-vaapi/

 Hardware requirements:

  * AMD platforms with UVD2 (XvBA supported)
  * Intel Eaglelake (G45)
  * Intel Ironlake (HD Graphics)
  * Intel Poulsbo (US15W)
  * NVIDIA platforms with PureVideo (VDPAU supported)

 Software requirements:

  * Recent enough GStreamer stack
  * Probably the Moorestown drivers on US15W
  * GLX = 1.3 (GLX texture-from-pixmap) for Ironlake. i.e. this won't work
 with Ubuntu 10.04 final, though it probably should with Fedora 13
  * Any libVA would suit but it's preferable to use our variant with VA/GLX
 extensions because:
- I will only build xvba-video against it
- It provides the most efficient path to avoid texture-from-pixmap
 wherever possible. e.g. AMD, and NVIDIA in the future.

 I have only tested H.264 decoding on AMD and NVIDIA platforms. Performance
 is quite decent (in round 2): 1080p is playable with 20% CPU @ 1 GHz in
 powersave mode.

 There is still some work to do (in gstreamer-vaapi) but this is working
 enough. If someone has HTML5 video working with clutter-mozembed /
 clutter-gst, I am all ears. ;-)

 Regards,
 Gwenole.
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[clutter] Re: Confusing child actors behavior

2010-03-23 Thread Uday Verma
Well, ok, seems like a reference counting problem.  I can get the timeline
to run now.

On Tue, Mar 23, 2010 at 4:29 PM, Uday Verma uday.ka...@gmail.com wrote:

 Ok, to tackle this problem I wrote a new behaviour class to change the
 allocation from one actorbox to another.  If it works, I think it will work
 out for me.  However, I am having some trouble starting the timeline to do
 so.  The source code is here (also attached):

 Function which creates and executes a timeline: http://pastie.org/883636
 The behaviour class: http://pastie.org/883619
 valac generated C code: http://pastie.org/883629

 The problem is that the timeline is created and everything, and the started
 signal is fired too, but beyond that neither do I get the new-frame signal
 nor is my behaviour::alpha_notify called.  The completed signal is not
 called too.

 I wonder what's going on.  Any ideas?

 Thanks,
 Uday

 On Tue, Mar 23, 2010 at 2:00 PM, Uday Verma uday.ka...@gmail.com wrote:

 Hello all,

 I am trying to animate a sub-actor inside a ClutterActor but I can't seem
 to be able to do so.

 I have an actor A which contains several Bs, A is not a container but a
 regular actor.  I have a add method which adds B to A, and in the process
 does B.set_parent (A).

 1.  When I do so, right after the parenting operation I set the position
 and dimensions of B.  The position and dimension requests are not being
 regarded and according to --clutter-flags=paint, the allocation of actor B
 is {0,0,0,0}.  I wonder why that is when I am explicitly setting the size
 and position.  The only way I could get the actor B to appear was by
 explicitly setting the allocation of actor B to the desired location.

 2.  Then, in one of the other methods I try to animate the x property,
 but it doesn't do anything, the actor stays where it was set by the
 allocation,  the reason for which I couldn't understand either.

 Is there anything I am missing?  How can I go about creating composite
 actors where sub-actors can move around etc.?

 Thanks,
 Uday





Re: [clutter] Texture coordinates for ClutterTexture

2010-02-05 Thread Uday Verma
Hi Robert,

Thanks for the reply.  Your suggestion helped me diagnose the problem.  The
clutter functions are working fine.  As far as I can tell, the problem is
with my data source.

I wrote a test program (attached) like you suggested and that cleared things
up.

Thanks a lot,
Uday

On Fri, Feb 5, 2010 at 3:50 AM, Robert Bragg b...@o-hand.com wrote:

 Hi Uday,

 Excerpts from Uday Verma's message of Fri Feb 05 06:15:40 + 2010:

 I am trying to upload RGB24 data onto a ClutterTexture
 using clutter_texture_set_area_from_rgb_data function.  I am getting this
 data from a top-down source device.  When I upload this data, things work
 great but the color and the image are inverted.  I think this is expected
 since the data layout for OGL textures is a little different.
 ClutterTexture and the underlying CoglTexture both consider (0,0) to be
 the top left and (1,1) the bottom right of your texture. When uploading
 data from a pointer, the pointer should reference the first, top-left
 texel.

 From what you are saying it *sounds* like a bug in Clutter. I think it
 would help a lot if you are able to write a small test demonstrating
 exactly what you are trying (just runtime generating dummy source device
 data via malloc + a couple of for(;;) loops)

 If you could then attach the test to a bug on bugzilla:
 http://bugzilla.o-hand.com/enter_bug.cgi?product=Clutter
 I think that would really help us understand where the problem lies.

 kind regards,
 - Robert
 --
 Robert Bragg, Intel Open Source Technology Center

/* test-texture.c
   Test texture fill functions */

#include clutter/clutter.h
#include string.h

static ClutterActor *texture_full, *texture_slices;
static guchar *image_buf; /* 512x768 buffer, left to right: black to red, top to bottom: black to green */

static int min (int x, int y) {
  return x  y ? x : y;
}

static ClutterActor *
create_empty_texture (int width, 
		  int height)
{
  ClutterActor *ret = NULL;
  GError *error = NULL;
  guchar *buf = NULL;
  gint row_stride;
  gboolean fill_result;

  row_stride = ((width * 3) + 3)  ~3;
  
  buf = (guchar *) g_slice_alloc0 (row_stride * height);
  g_assert (buf);

  ret = clutter_texture_new ();
  fill_result = 
clutter_texture_set_from_rgb_data (CLUTTER_TEXTURE (ret),
   buf,
   FALSE,
   width, height,
   row_stride,
   3,
   CLUTTER_TEXTURE_NONE,
   error);

  g_assert (fill_result);

  g_slice_free1 (row_stride * height, buf);
  return ret;
}

static void
create_image_buf (int width, int height) {
  gint row_stride = ((width * 3) + 3)  ~3;
  gint y, x;
  guchar *ptr, *pix;
  
  image_buf = (guchar *) g_slice_alloc0 (row_stride * height);
  g_assert (image_buf);

  for (y = 0 ; y  height ; y ++) {
ptr = image_buf + row_stride * y;
for (x = 0 ; x  width ; x ++) {
  *ptr ++ = (x * 255) / width;
  *ptr ++ = (y * 255) / height;
  *ptr ++ = 0;
}
  }
}


static void
fill_single (ClutterTexture *tex) 
{
  gboolean fill_status;

  fill_status = 
clutter_texture_set_from_rgb_data (tex,
   image_buf,
   FALSE,
   512,
   768,
   ((512 * 3) + 3)  ~3,
   3,
   CLUTTER_TEXTURE_NONE,
   NULL);
  g_assert (fill_status);
}

static void
fill_slices (ClutterTexture *tex, gint swidth, gint sheight) {
  const int bs = 64;
  gint y, x;

  gint bsbytes = bs * bs * 3;
  guchar *dest = g_slice_alloc (bsbytes);
  guchar *sptr, *dptr;
  
  gint src_row_stride = ((swidth * 3) + 3)  ~3;
  gint dest_row_stride = bs * 3;

  g_assert (dest);

  for (y = 0 ; y  sheight ; y += bs) {
for (x = 0 ; x  swidth ; x += bs) {
  gint w = min (bs, swidth - x);
  gint h = min (bs, sheight - x);
  gint hi;

  gboolean fill_status;

  sptr = image_buf + (src_row_stride * y) + x * 3;
  dptr = dest;

  for (hi = 0 ; hi  h ; hi ++) {
	memcpy (dptr, sptr, bs * 3);

	dptr += dest_row_stride;
	sptr += src_row_stride;
  }

  /* now write this buffer to our texture */
  fill_status =
	clutter_texture_set_area_from_rgb_data (tex,
		dest,
		FALSE,
		x, y,
		w, h,
		dest_row_stride,
		3,
		CLUTTER_TEXTURE_NONE,
		NULL);
  g_assert (fill_status);
}
  }

  g_slice_free1 (bsbytes, dest);
}

int main (int argc, char **argv) {
  ClutterActor *stage;

  clutter_init (argc, argv);

  stage = clutter_stage_get_default ();
  clutter_actor_set_size (stage, 1024, 768);

  texture_full = create_empty_texture (512, 768);
  texture_slices = create_empty_texture (512, 768);

  clutter_container_add (CLUTTER_CONTAINER (stage),
			 texture_full,
			 texture_slices, NULL);

  clutter_actor_set_position (texture_full, 0, 0);
  clutter_actor_set_position (texture_slices, 512, 0);

  clutter_actor_set_size (texture_full, 512, 768);
  clutter_actor_set_size (texture_slices, 512, 768);

  /* 512x768 buffer, left to right: black to red, top to bottom: black to green */
  

[clutter] Re: Segfault with --enable-debug=yes/--clutter-debug=all

2010-02-02 Thread Uday Verma
Ok, Got it fixed.  Sorry about this, It was something wrong with how I was
handling argc, argv.

On Sat, Jan 30, 2010 at 1:05 PM, Uday Verma uday.ka...@gmail.com wrote:

 Hello all,

 I just complied the 1.1.6 sources with --enable-debug=yes.  I need to see
 some verbose debug to help diagnose some _remove_actor errors.  Whenever I
 run my program without any --clutter-debug flags, the program runs fine.
  But when I use --clutter-debug=all the program crashes with the following
 output. Any ideas what might be going wrong?

 I am seeing the same problem with 1.0.8.

 Thanks,
 Uday

 Output follows:
 ---

 ClutterX11-Message: [BACKEND] clutter-backend-x11.c:155: XOpenDisplay on
 ':0.0'
 ClutterX11-Message: [BACKEND] clutter-backend-x11.c:182: Getting the X
 screen
 Clutter-Message: [BACKEND] ./clutter-backend.c:172: Units per em: 11.04
 ClutterX11-Message: [BACKEND] clutter-backend-x11.c:234: X Display
 ':0.0'[0x69dff0] opened (screen:0, root:325, dpi:92.084592)
 Clutter-Message: [BACKEND] ./clutter-stage.c:1115: Creating stage from the
 default backend
 ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:716: Creating stage of
 type 'ClutterStageGLX'
 ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:730: GLX stage
 created[0x6b9800] (dpy:0x69dff0, screen:0, root:325, wrap:0x6c4040)
 Clutter-Message: [ACTOR] ./clutter-actor.c:1253: Realizing actor
 'ClutterStage' [0x6c4040]
 ClutterGLX-Message: [ACTOR] clutter-stage-glx.c:98: Realizing stage
 'ClutterStageGLX' [0x6b9800]
 ClutterGLX-Message: [MISC] clutter-stage-glx.c:110: Creating stage X window
 ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:393: Retrieving GL
 fbconfig, dpy: 0x69dff0, xscreen; 0x6a8f70 (0)
 ClutterGLX-Message: [GL] clutter-backend-glx.c:487: Creating GLX Context
 (display: 0x69dff0)
 ClutterGLX-Message: [GL] clutter-backend-glx.c:509: Setting direct context
 ClutterGLX-Message: [BACKEND] clutter-stage-glx.c:182: Successfully
 realized stage
 ClutterX11-Message: [BACKEND] clutter-stage-x11.c:347: setting cursor state
 ('visible') over stage window (29360130)
 ClutterGLX-Message: [MULTISTAGE] clutter-backend-glx.c:547: Setting context
 for stage of type ClutterStageGLX [0x6b9800]
 ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:577: MakeContextCurrent
 dpy: 0x69dff0, window: 0x1c2 (native), context: 0x6ca548
 Clutter-Message: [MISC] ./clutter-feature.c:91: checking features
 Clutter-Message: [MISC] ./clutter-feature.c:95: allocating features data
 ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:254: Checking features
 GL_VENDOR: NVIDIA Corporation
 GL_RENDERER: GeForce GTX 260/PCI/SSE2
 GL_VERSION: 3.2.0 NVIDIA 190.53
 GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility
 GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp
 GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex
 GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions
 GL_ARB_fragment_program GL_ARB_fragment_program_shadow
 GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
 GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex
 GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample
 GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
 GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex
 GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100
 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp
 GL_ARB_texture_buffer_object GL_ARB_texture_compression
 GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
 GL_ARB_texture_env_add GL_ARB_texture_env_combine
 GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float
 GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
 GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg
 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object
 GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object
 GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
 GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float
 GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
 GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color
 GL_EXT_blend_equation_separate GL_EXT_blend_func_separate
 GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
 GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access
 GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements
 GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
 GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object
 GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays
 GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels
 GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex
 GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects
 GL_EXT_separate_specular_color

[clutter] Segfault with --enable-debug=yes/--clutter-debug=all

2010-01-30 Thread Uday Verma
Hello all,

I just complied the 1.1.6 sources with --enable-debug=yes.  I need to see
some verbose debug to help diagnose some _remove_actor errors.  Whenever I
run my program without any --clutter-debug flags, the program runs fine.
 But when I use --clutter-debug=all the program crashes with the following
output. Any ideas what might be going wrong?

I am seeing the same problem with 1.0.8.

Thanks,
Uday

Output follows:
---

ClutterX11-Message: [BACKEND] clutter-backend-x11.c:155: XOpenDisplay on
':0.0'
ClutterX11-Message: [BACKEND] clutter-backend-x11.c:182: Getting the X
screen
Clutter-Message: [BACKEND] ./clutter-backend.c:172: Units per em: 11.04
ClutterX11-Message: [BACKEND] clutter-backend-x11.c:234: X Display
':0.0'[0x69dff0] opened (screen:0, root:325, dpi:92.084592)
Clutter-Message: [BACKEND] ./clutter-stage.c:1115: Creating stage from the
default backend
ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:716: Creating stage of
type 'ClutterStageGLX'
ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:730: GLX stage
created[0x6b9800] (dpy:0x69dff0, screen:0, root:325, wrap:0x6c4040)
Clutter-Message: [ACTOR] ./clutter-actor.c:1253: Realizing actor
'ClutterStage' [0x6c4040]
ClutterGLX-Message: [ACTOR] clutter-stage-glx.c:98: Realizing stage
'ClutterStageGLX' [0x6b9800]
ClutterGLX-Message: [MISC] clutter-stage-glx.c:110: Creating stage X window
ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:393: Retrieving GL
fbconfig, dpy: 0x69dff0, xscreen; 0x6a8f70 (0)
ClutterGLX-Message: [GL] clutter-backend-glx.c:487: Creating GLX Context
(display: 0x69dff0)
ClutterGLX-Message: [GL] clutter-backend-glx.c:509: Setting direct context
ClutterGLX-Message: [BACKEND] clutter-stage-glx.c:182: Successfully realized
stage
ClutterX11-Message: [BACKEND] clutter-stage-x11.c:347: setting cursor state
('visible') over stage window (29360130)
ClutterGLX-Message: [MULTISTAGE] clutter-backend-glx.c:547: Setting context
for stage of type ClutterStageGLX [0x6b9800]
ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:577: MakeContextCurrent
dpy: 0x69dff0, window: 0x1c2 (native), context: 0x6ca548
Clutter-Message: [MISC] ./clutter-feature.c:91: checking features
Clutter-Message: [MISC] ./clutter-feature.c:95: allocating features data
ClutterGLX-Message: [BACKEND] clutter-backend-glx.c:254: Checking features
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 260/PCI/SSE2
GL_VERSION: 3.2.0 NVIDIA 190.53
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_compatibility
GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp
GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions
GL_ARB_fragment_program GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex
GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex
GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map
GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object
GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader
GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate
GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access
GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex
GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array
GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map 

[clutter] Re: OSX Backend bug #1944

2010-01-12 Thread Uday Verma
Sounds good.  I'll take a look.

On Tuesday, January 12, 2010, Tommi Komulainen tommi.komulai...@iki.fi wrote:
 On Mon, Jan 11, 2010 at 11:40 PM, Uday Verma uday.ka...@gmail.com wrote:
 Hello all,
 I recently submitted this bug:
 http://bugzilla.openedhand.com/show_bug.cgi?id=1944
 I can probably help fix this if someone could direct me to a few possible
 causes.  Looking at the code I noticed that osx backend overrides the
 polling function.  I tried to disable it to see if that lets the events
 through.  But well, that didn't work.
 Any ideas/suggestions would be great.

 Basically the main loop integration in clutter needs rewriting. Using
 CFRunLoopSource simply doesn't work in all cases and you're probably
 hitting one such limitation.

 I'd suggest you look at the main loop integration in gdk. IIRC Owen
 Taylor rewrote it recently to be much more robust. There's very little
 difference between how the main loop integrates with gdk and clutter
 so it should be possible to copy code with little modifications. IMO
 the best case would be to have the main loop integration support in
 glib so it could be shared more easily, but that's a different issue.


 --
 Tommi Komulainen                                 tommi.komulai...@iki.fi

--
To unsubscribe send a mail to clutter+unsubscr...@o-hand.com



[clutter] OSX Backend bug #1944

2010-01-11 Thread Uday Verma
Hello all,

I recently submitted this bug:

http://bugzilla.openedhand.com/show_bug.cgi?id=1944

I can probably help fix this if someone could direct me to a few possible
causes.  Looking at the code I noticed that osx backend overrides the
polling function.  I tried to disable it to see if that lets the events
through.  But well, that didn't work.

Any ideas/suggestions would be great.

Thanks,
Uday


Re: [clutter] Can't use ClutterAnimation one after one?

2009-12-29 Thread Uday Verma
I think you should probably invest some time into getting Scores and
Timelines working for you:

http://clutter-project.org/docs/clutter/stable/ClutterScore.html

http://clutter-project.org/docs/clutter/stable/ClutterScore.htmlThey are
there specifically for this purpose and will make things much easier.

-Uday

On Tue, Dec 29, 2009 at 9:33 PM, Jianchun Zhou jianchun.z...@gmail.comwrote:

 Dear list:

 I now want to use clutter_actor_animate one after one in this fashion:

 First, use clutter_actor_animate, and connect completed signal.

 Second, in completed signal handler I use another clutter_actor_animate,
 and connect completed signal as well

 I found that the second completed signal handler were not executed.

 Anybody know why?

 Thanks.

 --
 Best Regards



Re: [clutter] clutter_actor_animate ()

2009-08-13 Thread Uday Verma
If you use variables to pass these values to clutter_actor_animate and
if any of these variables is of incorrect type, the function just
segfaults.

gint angle = 360;   // instead of a double
clutter_actor_animate (myactor, CLUTTER_EASE_IN, 100,
rotation-angle-z, x, NULL); // will segfault

--

On Thu, Aug 13, 2009 at 3:50 AM, Samuel Degrandesamuel.degra...@lifl.fr wrote:
 On 13/08/2009 01:41, Ian Walberg wrote:

 Neil,

 Thanks that helps.

 However I am getting this following error :-

 'Cannot bind property '' objects of type 'ClutterTexture' do not have
 this property'

 When I try the rotation example :-

 clutter_actor_animate (actor, CLUTTER_EASE_IN, 100,
                          rotation-angle-z, 360,
                          fixed::rotation-center-z,center,
                          NULL);
 Thanks

 Ian


 I was caught by such an error several times !!

 You have to take care to provide the right type of values.
 So you need, for example

 clutter_actor_animate (actor, CLUTTER_EASE_IN, 100,
                           rotation-angle-z, 360.0,
                           fixed::rotation-center-z,center,
                           NULL);

 This is rather very annoying, because we are so used to implicit
 type conversion...

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Re: [clutter] Re: [Moblin Dev] [ANNOUNCE] Clutter 1.0.0 (core) - stable release

2009-07-29 Thread Uday Verma
YAY! congrats! :)

On Wed, Jul 29, 2009 at 10:18 AM, Emmanuele Bassi eba...@linux.intel.comwrote:

 On Wed, 2009-07-29 at 17:06 +0200, Koen Kooi wrote:
  On 29-07-09 11:44, Emmanuele Bassi wrote:
   hi everyone;
  
   Clutter 1.0.0 is now available for download at:
 
   Clutter currently requires:
  
  * GLib= 2.16.0
  * Cairo= 1.6
  * Pango= 1.20
  * OpenGL= 1.4, OpenGL|ES 1.1 or OpenGL|ES 2.0
 
  Does this mean GLES1.1 and/or GLES 2.0 builds and works? If not, you
  shouldn't mention them in release notes, since it's highly misleading.

 straight from the release notes, 20 lines below:

   o The GL|ES backends are known to be broken; we are currently
 unable to test them, but we gladly accept patches for them
 until such time when we are able to resume testing.

 ciao,
  Emmanuele.

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Re: [clutter] releases for Clutter 1.0 and integration libraries

2009-07-29 Thread Uday Verma
So any plans/ideas on when 0.10 for clutter-gst would be available for
download?  My project depends on both clutter and clutter-gst, so I can't
really move to clutter-1.0 till I have clutter-gst-0.10 available.

Hope its coming out real soon :)

Thanks,

On Wed, Jul 29, 2009 at 5:30 AM, Emmanuele Bassi eba...@linux.intel.comwrote:

 On Wed, 2009-07-29 at 13:30 +0300, Veli Ogla Sungutay wrote:
  Thank you for the 1.0 release Emmanuele. It would also be very
  informative if Moblin folks also comment on integration of their
  libraries. What is the status and the future of NBTK for example?

 NBTK in Git master is going to depend on Clutter 1.0, as well as the
 rest of the libraries that we develop.

 ciao,
  Emmanuele.

 --
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 Intel Open Source Technology Center | http://oss.intel.com

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Re: [clutter] releases for Clutter 1.0 and integration libraries

2009-07-29 Thread Uday Verma
Yay!! :)

On Wed, Jul 29, 2009 at 11:45 AM, Emmanuele Bassi eba...@linux.intel.comwrote:

 On Wed, 2009-07-29 at 11:39 -0500, Uday Verma wrote:
  So any plans/ideas on when 0.10 for clutter-gst would be available for
  download?  My project depends on both clutter and clutter-gst, so I
  can't really move to clutter-1.0 till I have clutter-gst-0.10
  available.
 
  Hope its coming out real soon :)

 just look at the clutter-gst Git repository. :-)

 ciao,
  Emmanuele.

 --
 Emmanuele Bassi, Senior Engineer| emmanuele.ba...@intel.com
 Intel Open Source Technology Center | http://oss.intel.com




-- 
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[clutter] Segfault in clutter_gst_video_sink_new

2009-07-26 Thread Uday Verma
Hi,

I am trying to create a GstElement using clutter_gst_video_sink_new in a
thread other than the main thread and its segfaulting with:

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7f6e767fc950 (LWP 26454)]
0x7f6e8b6bf889 in glGetString () from /usr/lib/libGL.so.1

The thread has been created by gstreamer.  I am handling a pad-added message
for an element and then dynamically creating and linking my newly created
pipeline.  The creation of my pipeline fails when I call the above function,
the parameter I passed is a valid ClutterTexture object.

This used to work with 0.8.x series.

I also tried using ClutterGstVideoTexture, I couldn't find any sink pads on
it.  Although it didn't crash on cross thread access.

Any ideas?


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Re: [clutter] clutter-gst for 0.9.x and 1.x

2009-07-18 Thread Uday Verma
Got it! Thanks! :)

On Sat, Jul 18, 2009 at 5:53 AM, Bastian Winkler b...@netbuz.org wrote:

 Hi,

 just use the clutter-gst master branch :)

 :wq buz

 On Fri, Jul 17, 2009 at 07:59:29PM -0500, Uday Verma wrote:
  Hi,
 
  I was wondering about the plans for clutter-gst.  The present clutter-gst
  has dependencies on clutter-0.8 so its not directly re-usable in 0.9.  If
 no
  solid plans exist, may be I could work to submit a few patches and port
  clutter-gst to 0.9.x and 1.x.
 
  Thanks,
 
  --
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  http://soundc.de/

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[clutter] clutter-gst for 0.9.x and 1.x

2009-07-17 Thread Uday Verma
Hi,

I was wondering about the plans for clutter-gst.  The present clutter-gst
has dependencies on clutter-0.8 so its not directly re-usable in 0.9.  If no
solid plans exist, may be I could work to submit a few patches and port
clutter-gst to 0.9.x and 1.x.

Thanks,

-- 
Uday
http://soundc.de/


Re: [clutter] clutter-gst video pausing when animating

2009-06-26 Thread Uday Verma
Sounds good.  Thanks!

On Fri, Jun 26, 2009 at 5:01 AM, Damien Lespiau damien.lesp...@gmail.comwrote:

 2009/6/25 Uday Verma uday.ka...@gmail.com:
  Hello everyone,
 
  I am using version 0.8.8 of clutter and 0.8.0 of clutter-gst.
 
  I have a video feed coming in from v4l2src which ends up in a
  cluttergstvideosink.  Everything seems to be working great, only that
 when I
  animate my scene around, e.g. animate a text label to come into the view,
  the video pauses.

 This is caused by some starving of the main loop, the 0.9.x development
 series
 try to fix such issues, using git tip of clutter/clutter-gst will be
 useful here.
 Hopefully in a few days you will be able to rely on a released 0.9.0
 clutter-gst
 tarbal.

 --
 Damien




-- 
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[clutter] clutter-gst video pausing when animating

2009-06-25 Thread Uday Verma
Hello everyone,

I am using version 0.8.8 of clutter and 0.8.0 of clutter-gst.

I have a video feed coming in from v4l2src which ends up in a
cluttergstvideosink.  Everything seems to be working great, only that when I
animate my scene around, e.g. animate a text label to come into the view,
the video pauses.  As soon as the animation of the label is complete, the
video resumes.

Is this is a known issue or is it something I may be doing incorrectly?  Any
workarounds etc.?

Thanks,

-- 
Uday
http://soundc.de/