[clutter] [ANNOUNCE] Clutter Core 1.1.4 (Developers Snapshot)

2010-01-04 Thread Emmanuele Bassi
hi everyone; do you remember when I said that there would be monthly developers snapshots until the 1.2 release? well, it turns out that development, traveling and moving to a new house tends to disrupt release schedules. the best-laid plans of mice and men, and all that... anyhow, here's to

Re: [clutter] [ANNOUNCE] Clutter Core 1.1.4 (Developers Snapshot)

2010-01-04 Thread Emmanuele Bassi
hi; On Mon, 2010-01-04 at 17:03 +0600, Konstantin Salavatov wrote: What is mentioned by o Improve Windows and OSX backends. in windows part? Are any significant changes over previous verison present? there have been some changes in the generic backend code, and the Windows backend has been

[clutter] clutterr-1.1.2 with openGL ES and eglnative backend

2010-01-04 Thread Bhadraji D
hi , I have compiled clutter 1.1.2 with eglnative backend and installed. #include clutter/clutter.h #include stdlib.h int main(int argc, char *argv[]) { clutter_init(argc, argv); ClutterColor stage_color = { 0, 0, 0, 255 }; ClutterActor *stage =

Re: [clutter] How is GL_RGBA data packed into byte array

2010-01-04 Thread Neil Roberts
The OpenGL image format parameters are quite confusing. My possibly incorrect understanding is that the format (eg GL_RGBA) specifies the order of the components and the type (eg GL_UNSIGNED_BYTE) specifies whether that means the order in memory or the order of the bits within a larger native

RE: [clutter] [ANNOUNCE] Clutter Core 1.1.4 (Developers Snapshot)

2010-01-04 Thread Ian Walberg
Emmanuele, Great news and thanks to everyone involved. One question (hopefully not too stupid) where do I find out the specific OpenGL version and feature set that is required to support clutter? The problem we are having is that for some of the Linux X Windows drivers we are using the

[clutter] Dirty area and occlusion detection

2010-01-04 Thread Hieu Le Trung
Hi, I wonder if we can implement the object occlusion inside Clutter so that the occluded actor will not be rendered. I also want something like dirty area detection. Is it possible and how to implement that, what source code to look through? Regards, -Hieu -- To unsubscribe send a mail to