Hi Emmanuele,
I already experimented with the repaint function.
but the timestamps I get have some variance. So the only way I see to get a
more or less accurate timing is to
use an average time value over some hundred frames.
By the way, I am just playing around with some FBO and shader routines.
Since you don't suggest to mix Cogl with direct calls to GL, but I would like
to have the possibility to
have an FBO with multiple color targets I would like to know if you have any
plans to extend the cogl offscreen API to use glDrawBuffers?
E.g. sth like cogl_offscreen_add_texture(CoglHandle buffer, CoglHandle texture,
guint layer);
to be able to use glFragData[] in a fragment shader instead of glFragColor?
bye,
Roland
On 05.04.2010, at 15:11, Emmanuele Bassi wrote:
On Sun, 2010-04-04 at 09:50 +0200, Roland Peffer wrote:
Is there an elegant way to get the exact screen frequency ( in microseconds
or even more accurate ) within the clutter/cogl toolkit?
no. in part because there is nothing elegant, in part because the vblank
synch is part of how Clutter works.
if we have the right extension, on GLX we default to getting an
asynchronous notification of a buffer swap; lacking that, we check if
glXSwapBuffers() will block and use that delay to time our animations
and scene redraws. lacking that, we fall back to a hard timer which may
or may not be the same rate of the vblank.
if you want to tap into the redraw rate you can install a repaint
function using clutter_threads_add_repaint_func(); the function is
guaranteed to be called each time Clutter redraws the Stages.
ciao,
Emmanuele.
--
Emmanuele Bassi, Open Source Software Engineer
Intel Open Source Technology Center
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