hi; I'm currently out of office to a conference, so I'm going to answer very quickly...
On Tue, 2010-07-27 at 10:21 -0400, Alexandre Quessy wrote: > 1) My first requirement is that we can set the texture data using a > pointer to char*, like in > http://github.com/aalex/proto-toonloop/blob/proto-gtkglext/src/gui.cpp > on line 368. (that's where the interesting Toonloop development is > hidden these days!) ClutterTexture has the API to do exactly that: • clutter_texture_set_from_rgb_data() http://docs.clutter-project.org/docs/clutter/stable/ClutterTexture.html#clutter-texture-set-from-rgb-data • clutter_texture_set_area_from_rgb_data() http://docs.clutter-project.org/docs/clutter/stable/ClutterTexture.html#clutter-texture-set-area-from-rgb-data > 2) My second requirement, is that we can set the actor (the plane on > which we draw the texture) can be automatically resized when the > window is resized. (the units are in pixels in Clutter, which is not > what I am used with) I know this is possible in Clutter. it's possible. you can set the stage to be resizable and then use notification on allocation changes. in Clutter 1.4 there will be a ClutterBindConstraint and a ClutterAlignConstraint which allows to match position/size and align actors depending on normalized (0.0 → 1.0) values. > 3) Third requirement: be able to resize the window, make it > fullscreen, embed it in GTK+. Should be OK too in Clutter. true. clutter-gtk is the library that allows that. > 4) Fourth requirement: be able to use shaders with two textures fed to > it. The idea is to blend two images together using the overlay mode. > (the live input + the animation playback) That's what I am not sure at > all about. ClutterShader allows that - just create a ClutterTexture, get the CoglMaterial out of it and set two CoglTextures as two separate material layers. the layer number is also the texture sampler id. > So far, GtkGlExt meets them all. For Clutter, they are probably all > possible too, but it's not so obvious. The good point for Clutter, is > that using GLSL shaders is quite easy with it. It wraps the low-level > OpenGL calls in an elegant manner. the interactive test suite has a lot of code that deals with the API; some high level GL concepts are mapped in an object oriented way, but they are relatively the same. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com