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
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
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 =
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
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
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
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