Hi,
as I previously wrote, the current method of processing the TS samples
are not working well ( with eglnative backend).
If clutter_event_dispatch lasts too long, TS samples are dropped witch
make CLUTTER_MOTION not
followed by a CLUTTER_BUTTON_RELEASE.
I propose this patch to fix
On Wed, 2008-08-27 at 11:13 +0200, Olivier Butler wrote:
Hi,
as I previously wrote, the current method of processing the TS samples
are not working well ( with eglnative backend).
If clutter_event_dispatch lasts too long, TS samples are dropped witch
make CLUTTER_MOTION not
followed
On Fri, 2008-08-22 at 19:47 +0200, Florent wrote:
As bpeel suggested on the IRC, doing the glXSwapBuffers calls inside a
separate thread could be of help (after all, is the FPS counts'
instability suggesting a bad FPS counting or a glXSwapBuffers-related
bandwidth/process limitation ?).
On Wed, 2008-08-27 at 20:21 +0530, dilip devaraj wrote:
I am using Clutter-0.8.0 with OpenGLES . I have the following queries
1) If I do not want to render fonts but just show pixbufs (images)
you are going to waste a lot of video memory by doing so.
how can I remove the dependency of
Hi,
What is the simplest way to render a bitmap ?
(no color, no gray, just a binary black and white pixels)
I have the feeling I have all the pieces of the puzzle in the
ClutterLabel, as fonts are kind of bitmaps.
But my goal is really to build a ClutterBitmap actor, whose bitmap
source would
On Wed, 2008-08-27 at 11:10 -0400, Michael Boccara wrote:
What is the simplest way to render a bitmap
Fonts aren't actually stored as 1-bit bitmaps in Clutter. They are
rendered from the system's scalable vector format using
pango/cairo/freetype. Then they are uploaded to OpenGL as 8-bit alpha
On Wed, 2008-08-27 at 13:10 +0200, Arnaud VALLAT wrote:
I've played with cogl_texture_polygon and succeeded to render a
gradient. But I can't make a gradient from a color (blue for example)
and a clear color (black with alpha at 0) because I have filled the
texture with white. Is there a way