Hi,
I am currently trying to fix the Clutter-Sharp examples (making them
work again with the current bindings), but I ran into a few problems.
- The first thing is that Alpha functions are not implemented in the
bindings (http://bugzilla.openedhand.com/show_bug.cgi?id=1803).
- Furthermore, when
hi;
I'm referring to the C API, but I think the C# API will probably look
similar.
On Wed, 2009-09-09 at 13:03 +0200, Danny Haak wrote:
I am currently trying to fix the Clutter-Sharp examples (making them
work again with the current bindings), but I ran into a few problems.
- The first
Hi Emmanuele,
On Wed, 2009-09-09 at 12:14 +0100, Emmanuele Bassi wrote:
I'm referring to the C API, but I think the C# API will probably look
similar.
Yes, true. But, the main problem is that the documentation and examples
are not quite on par with the code sometimes, which is confusing. Which
On Wed, 2009-09-09 at 15:16 +0200, Danny Haak wrote:
ClutterAlpha's constructor does not take a function any more: it uses
easing modes (an enumeration value).
Clear now. The main problem is that the Alpha function accepts an ulong,
and not the enum; which is confusing. I will try to fix
Rohit,
If you are using OE distribution, you can follow this page to install
OpenGL ES
http://code.google.com/p/beagleboard/wiki/HowtoUseSGXunderAngstrom
Regards,
-Hieu
From: Rohit Jain [mailto:rohit.j...@net4uonline.com]
Sent: Wednesday, September 09, 2009 8:22 PM
To:
On Wed, 2009-09-09 at 15:16 +0200, Danny Haak wrote:
On Wed, 2009-09-09 at 12:14 +0100, Emmanuele Bassi wrote:
I'm referring to the C API, but I think the C# API will probably look
similar.
Yes, true. But, the main problem is that the documentation and examples
are not quite on par with
On Wed, 2009-09-09 at 14:30 +0100, Emmanuele Bassi wrote:
ClutterBehaviourPath uses the ClutterPath object, which encapsulates all
the functionality that concerned describing paths from BehaviourPath and
BehaviourBspline. you'll need to create a new Path object and pass it to
the BehaviourPath
Hi All,
Is there any way that I can remove the FPS in the timeline to force
Clutter to run at full CPU usage?
Thanks,
-Hieu
Hi
I am attempting to make several rendering passes with shaders. Each pass
draws a quad and uses the resulting texture of the previous pass (draws a
textured quad). The last pass renders into the stage.
I looked into the sample test-fbo.c as I think FBO are essential to perform
such a task. But I