Re: [clutter] CEX100 EGL Backend Keyboard Input
[Forwarding to the new mailing list on clutter-project.org, please use this one from now on] On Tue, 2010-11-09 at 08:48 +, Jake Knickerbocker wrote: Hi there, Hi, Is anyone else doing keyboard input with an Intel CE4100? I looking it over now and wondering of there's a quick and easy way to do this. I see a library called keylib floating around, but it seems a bit old. The upstream way of isolating the keyboard mapping from X is called libxbkcommon: http://cgit.freedesktop.org/xorg/lib/libxkbcommon/ Coupled with lib(g)udev for device discovery/hotplug and evdev devices you have a solid base for input events on Linux. What is the recommended way to handle input for Clutter in this case? I've started a branch to support evdev devices called wip/evdev: http://git.clutter-project.org/clutter/log/?h=wip/evdev The evdev event backend works for keyboards, supports hotplug. Next stop, mice (and possibly other devices exposed by the evdev driver). The branch sits on top of master, but it's possible to use the backend on earlier versions (1.4 / 1.2) with fiddling a bit with the build system. HTH, -- Damien -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Freeing a clutter actor when animation completed
Try signal-after::completed - Kiran On Wed, Sep 15, 2010 at 11:21 AM, Nirmalya Barat barat.nirma...@yahoo.comwrote: Hi, I am trying to destroy an actor when it finishes animating by calling clutter_actor_destroy() from the signal handler connected with signal::completed. By doing this I see clutter throws critical alerts. 1. Can't I free the actor this way? 2. Is there any other way of freeing it as soon as animation completes? thx Nirmalya
Re: [clutter] Considering Clutter for Toonloop
Hello Emmanuele and everyone, 2010/7/28 Emmanuele Bassi eba...@linux.intel.com: I'm currently out of office to a conference, so I'm going to answer very quickly... Thanks for replying so quickly! You are much dedicated, as we can see on the IRC and the mailing list. :) On Tue, 2010-07-27 at 10:21 -0400, Alexandre Quessy wrote: 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. These will only be in version 1.4: I see. I'll find a way, meanwhile, peeking in the code of those new tools. 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. It's nice that the library provides tools to do that. There are many project which need that. 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. Yes, there will be plenty of stuff to dig into. Of course, it's always possible to dig and play in the guts of low-level OpenGL stuff. Thanks again! -- Alexandre Quessy http://alexandre.quessy.net/ -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Considering Clutter for Toonloop
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
Re: [clutter] Is there a ClutterReflectTexture to use in Clutter 1.0?
[re-directing to the correct mailing list] hi; On Fri, 2010-07-16 at 11:34 +0800, Jianchun Zhou wrote: In Clutter 0.5, I had ever got a class named ClutterReflectTexture, and now I want use this reflect function in Clutter 1.0 I wonder if there is a similar one or not? that code was never in Clutter: it was in one of the toys. nowadays, two years and a half after that code was written, we have better ways of accomplishing the same result - even in languages that are not C. :-) first of all, ClutterCloneTexture has been replaced by ClutterClone, which can clone all actors, not just textures. then you don't need to drop into GL to paint: Cogl, the Clutter OpenGL abstraction library, can do that for you, and more efficiently. the whole paint() virtual function implementation can be replaced with something like this: static void clutter_texture_reflection_paint (ClutterActor *actor) { ClutterClone *super = CLUTTER_CLONE (actor); ClutterTextureReflectionPrivate *priv; ClutterActor *source; ClutterActorBox *box; CoglHandle material; gfloat width, height, r_height; gfloat rty; CoglColor color_1, color_2; CoglTextureVertex vertices[4]; priv = CLUTTER_TEXTURE_REFLECTION (actor)-priv; /* if we don't have a source actor, don't paint */ source = clutter_clone_get_source (super); if (source == NULL) return; /* if the source texture does not have any content, don't paint */ material = clutter_texture_get_cogl_material (CLUTTER_TEXTURE (source)); if (material == NULL) return; /* get the size of the reflection */ clutter_actor_get_allocation_box (actor, box); clutter_actor_box_get_size (box, width, height); /* get the composite opacity of the actor */ opacity = clutter_actor_get_paint_opacity (actor); /* clamp the size of the reflection */ r_height = priv-reflection_height; if (r_height 0 || r_height height) r_height = height; /* figure out the texel for the reflection */ rty = r_height / height; /* figure out the two colors for the reflection: the first is * full color and the second is the same, but at 0 opacity */ cogl_color_set_from_4f (color_1, 1.0, 1.0, 1.0, opacity / 255.); cogl_color_premultiply (color_1); cogl_color_set_from_4f (color_2, 1.0, 1.0, 1.0, 0.0); cogl_color_premultiply (color_2); /* now describe the four vertices of the quad; since it has * to be a reflection, we need to invert it as well */ vertices[0].x = 0; vertices[0].y = 0; vertices[0].z = 0; vertices[0].tx = 0.0; vertices[0].ty = 1.0; vertices[0].color = color_1; vertices[1].x = width; vertices[1].y = 0; vertices[1].z = 0; vertices[1].tx = 1.0; vertices[1].ty = 1.0; vertices[1].color = color_1; vertices[2].x = width; vertices[2].y = r_height; vertices[2].z = 0; vertices[2].tz = 1.0; vertices[2].ty = 1.0 - rty; vertices[2].color = color_2; vertices[3].x = 0; vertices[3].y = r_height; vertices[3].z = 0; vertices[3].tx = 0.0; vertices[3].ty = 1.0 - rty; vertices[3].color = color_2; /* paint the same texture but with a different geometry */ cogl_set_source (material); cogl_polygon (vertices, 4, TRUE); } [the code above is untested and uncompiled, but translated from the python example available in Git[0] so it should just work] ciao, Emmanuele. [0] http://git.clutter-project.org/bindings/pyclutter/plain/examples/reflection.py -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Where is the doc for Clutter 0.8 ?
On Tue, 2010-07-13 at 16:08 +0300, Michael Boccara wrote: After the server migration, where can we find the documentation for Clutter 0.8 (and other versions before 1.0) ? just lost in transition, and has a lower priority with regards to the rest of the migration. after all, 0.8 is *really* old. will try to put it back online as soon as I can get hold of the original tarballs. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Text Font issue with Clutter 1.0.10
Hi i downloaded clutter 1.2.10 and compiled it with following args. ./configure --with-flavour=eglx --with-gles=2.0 finding the same issue there. Does any one have an idea. Thanks On Fri, Jun 4, 2010 at 5:45 AM, Nirmalya Barat barat.nirma...@yahoo.comwrote: Neil, I tried the clutter I got from git. It solves the font issue. However performance is pretty slow compared to 1.0.10. Do u guys have ani existing issue like this? thx Nirmalya -- *From:* Neil Roberts n...@linux.intel.com *To:* Nirmalya Barat barat.nirma...@yahoo.com; clutter@o-hand.com *Sent:* Thu, June 3, 2010 2:32:46 AM *Subject:* Re: [clutter] Text Font issue with Clutter 1.0.10 Nirmalya Barat barat.nirma...@yahoo.com wrote: I want to apply the related fixes on top of our clutter version off 1.2.8. Which are the ones I should pick up among these to fix the font issue? I would strongly recommend just using the branch directly because there are only minor bugfixes on that branch, but if you are sure you just want to apply the patches instead I would recommend these patches at a minimum: 080187e update backend to use lazy context/stage creation 23de53f clutter-backend-egl: Create a dummy X window and EGL surface e9d24b3 fix case when EGL driver doesn't support EGL_NATIVE_VISUAL_ID 040c240 clutter-stage-egl.c: Don't call eglWait*() 5abb2fe clutter-backend-egl: Chain up in dispose before destroying the context Regards, - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] clutter_actor_animate: assertion `duration 0' failed
Daniel Hughes tramps...@gmail.com wrote: I am playing around with clutter and am using if from c#. Because the c# bindings are in a poor state I am having to create my own bindings as I go. clutter_actor_animate is a hard call to interop because it has a variable number of arguments (something not supported in c#). Are you literally binding the clutter_actor_animate function? That's not recommended. I think the idea is that bindings would bind the clutter_actor_animatev function instead which does not take a variable number of arguments. clutter_actor_animate is intended as the C 'binding' for clutter_actor_animatev which just provides a convenient interface. Other languages are expected to bind clutter_actor_animatev separately using whatever method makes sense. For example, the Ruby bindings take a hash as the last argument which it then converts into two separate arrays (one for the property names and one for the values) to pass to clutter_actor_animatev. Calling it from Ruby then looks like this: some_actor.animate(Clutter::LINEAR, 1000, x = 100, y = 100) Maybe if C# supports array literals or hash literals it could do something similar. However I have something which I think will work, (based on the example code I have seen). But when I try to use it I am getting the following assertion. [clutter] clutter_actor_animate: assertion `duration 0' failed I have debugged it and checked that I am passing a value for duration which is valid ( greater then zero). So before I spend a lot of time trying to debug the interop I wanted to check that their was not a known issue with the clutter_actor_animate function. I don't think there are any known problems with the duration. You may want to try posting a code snippet of your binding and someone with knowledge of C# may be able to help. Regards, - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] clutter_actor_animate: assertion `duration 0' failed
Thank neil for the pointer I tried the suggested function but I get exactly the same Assertion. Clutter-CRITICAL **: clutter_actor_animatev: assertion `duration 0' failed (we except for the v) here is my code: public Animation Animate(ClutterAnimationMode mode, uint duration, string property1, float val1, string property2, float val2, string property3, float val3) { var values = new float[]{val1,val2,val3}; IntPtr pointer = GCHandle.Alloc(values,GCHandleType.Pinned).AddrOfPinnedObject(); Console.WriteLine(duration); IntPtr nativeAnimation = clutter_actor_animatev(_clutterActorNative, (ulong)mode, duration, 3, new string[]{property1, property2, property3}, pointer); return new Animation( nativeAnimation ); } [DllImport (libclutter-glx-1.0.so.0)] private static extern IntPtr clutter_actor_animatev(IntPtr actor,ulong mode, uint duration,int n_properties, string[] properties, IntPtr values); On Wed, Jun 23, 2010 at 10:11 PM, Neil Roberts n...@linux.intel.com wrote: Daniel Hughes tramps...@gmail.com wrote: I am playing around with clutter and am using if from c#. Because the c# bindings are in a poor state I am having to create my own bindings as I go. clutter_actor_animate is a hard call to interop because it has a variable number of arguments (something not supported in c#). Are you literally binding the clutter_actor_animate function? That's not recommended. I think the idea is that bindings would bind the clutter_actor_animatev function instead which does not take a variable number of arguments. clutter_actor_animate is intended as the C 'binding' for clutter_actor_animatev which just provides a convenient interface. Other languages are expected to bind clutter_actor_animatev separately using whatever method makes sense. For example, the Ruby bindings take a hash as the last argument which it then converts into two separate arrays (one for the property names and one for the values) to pass to clutter_actor_animatev. Calling it from Ruby then looks like this: some_actor.animate(Clutter::LINEAR, 1000, x = 100, y = 100) Maybe if C# supports array literals or hash literals it could do something similar. However I have something which I think will work, (based on the example code I have seen). But when I try to use it I am getting the following assertion. [clutter] clutter_actor_animate: assertion `duration 0' failed I have debugged it and checked that I am passing a value for duration which is valid ( greater then zero). So before I spend a lot of time trying to debug the interop I wanted to check that their was not a known issue with the clutter_actor_animate function. I don't think there are any known problems with the duration. You may want to try posting a code snippet of your binding and someone with knowledge of C# may be able to help. Regards, - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] clutter.pc buglet.
On Wed, 2010-06-23 at 19:44 +0800, Rob Kramer wrote: Hi, Commit 7e6b60 sets libdir incorrectly in clutter.pc.in: -libd...@libdir@ -included...@includedir@ +libdir=${exec_prefix}/libdir +includedir=${prefix}/include Changing that to ${exec_prefix}/lib makes things work again for me.. thanks. it turns out that that commit was wrong and I reverted it on master. just pull again, and sorry for the mess. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Clutter without any windowing system
On Mon, Jun 21, 2010 at 10:44:09AM +0200, Kevin Lecocq wrote: Hi everybody, I'm wondering if it's possible to get Clutter work without any windowing system and interface like GLX, WGL, EGL ... I would like to develop an application based on Linux and Clutter without X server. So is it possible to run Clutter without X and directly on the top of OpenGL (or OpenGL ES) ? Yes, it is indeed possible, using the eglnative bakcend for example. And how will the events managing work after ? clutter uses tslib for touchscreen like events in these cases but i am unsure how mouse events are handled. Friendly, Sven Luther -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Perl bindings - Gtk and Gstreamer bindings no longer available?
On Sun, 2010-06-20 at 15:14 +1000, Chris Debenham wrote: It has been a long while since I followed this up. Is there any chance of a proper clutter-gtk/gstreamer perl bindings release? the bindings are available - unfortunately, the time I can devote to them is close to nil right now. if somebody wants to take over maintainership I can definitely give the write bit on the clutter-project.org/bindings repository. otherwise I'm afraid you'll have to wait. :-) ciao, Emmanuele. On 30 October 2009 11:48, Chris Debenham ch...@adebenham.com wrote: 2009/10/29 Emmanuele Bassi eba...@o-hand.com: On Wed, 2009-10-28 at 14:58 +1100, Chris Debenham wrote: I have been using the perl bindings for a while on Ubuntu but a little while ago they updated to the 1.0 bindings which seem to have dropped support for GTK and GStreamer. yes, they have been removed just like they have been removed from the Python bindings, because of the disconnection in stability guarantees between the Core API and the modules API. whilst Clutter Core reached API and ABI stability with 1.0, bpoth Clutter-GTK and Clutter-GStreamer haven't (yet); for this reason, and also the initialization ordering issues for Clutter and Clutter-GTK, it was decided to split out the bindings. It 'seems' like there is/was a plan to provide the clutter-gtk and clutter-gst bindings separately but I can not find them anywhere. Are the perl clutter-gtk and clutter-gst bindings in progress/available? not yet. unfortunately, I haven't had much time to maintain the bindings as of late - being busy working on the 1.2 API for Core; I've just shuffled around the clutter-perl Git repository, though, and I'll push both the Clutter-GStreamer and the Clutter-GTK bindings under that. Thanks - I'll check that out now -- Joan Crawford - I, Joan Crawford, I believe in the dollar. Everything I earn, I spend. - http://www.brainyquote.com/quotes/authors/j/joan_crawford.html -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Perl bindings - Gtk and Gstreamer bindings no longer available?
It has been a long while since I followed this up. Is there any chance of a proper clutter-gtk/gstreamer perl bindings release? I use the bindings to play videos behind text in Lyricue ( a presentation-type program used by churches to show song lyrics to everyone) Most things are working fine - except the bindings are missing some bits to allow proper seeking by title (for dvd's) I built some packages from the git repository but would prefer to build from a proper release (and look towards getting a few extra functions wrapped) My packages/archives are at https://launchpad.net/~chris-debenham/+archive/lyricue On 30 October 2009 11:48, Chris Debenham ch...@adebenham.com wrote: 2009/10/29 Emmanuele Bassi eba...@o-hand.com: On Wed, 2009-10-28 at 14:58 +1100, Chris Debenham wrote: I have been using the perl bindings for a while on Ubuntu but a little while ago they updated to the 1.0 bindings which seem to have dropped support for GTK and GStreamer. yes, they have been removed just like they have been removed from the Python bindings, because of the disconnection in stability guarantees between the Core API and the modules API. whilst Clutter Core reached API and ABI stability with 1.0, bpoth Clutter-GTK and Clutter-GStreamer haven't (yet); for this reason, and also the initialization ordering issues for Clutter and Clutter-GTK, it was decided to split out the bindings. It 'seems' like there is/was a plan to provide the clutter-gtk and clutter-gst bindings separately but I can not find them anywhere. Are the perl clutter-gtk and clutter-gst bindings in progress/available? not yet. unfortunately, I haven't had much time to maintain the bindings as of late - being busy working on the 1.2 API for Core; I've just shuffled around the clutter-perl Git repository, though, and I'll push both the Clutter-GStreamer and the Clutter-GTK bindings under that. Thanks - I'll check that out now -- Joan Crawford - I, Joan Crawford, I believe in the dollar. Everything I earn, I spend. - http://www.brainyquote.com/quotes/authors/j/joan_crawford.html -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] patch: Fix build when using make dist
On Tue, 2010-06-15 at 22:37 +0100, Richard Hughes wrote: Error with git master: + make -j2 V=1 ./cogl-material.c:41:32: error: cogl-color-private.h: No such file or directory ./cogl-material.c: In function '_cogl_material_get_colorubv': ./cogl-material.c:3251: warning: implicit declaration of function '_cogl_color_get_rgba_4ubv' Attached patch fixes the issue for me. thanks, applied to master. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] patch: add a safety catch to the ClutterValue shotgun
On Wed, 2010-06-16 at 16:22 +0100, Richard Hughes wrote: Please review. Thanks. looks good. applied to master. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
RE: [clutter] Problem migrating from 1.0.10 to 1.2.8
Thanks for the input. I will look into using the patch to fix my font issue. Still have the issue with textures not working. I haven't heard any response on that. Kevin -Original Message- From: Johan Bilien [mailto:j...@via.ecp.fr] Sent: Tuesday, June 15, 2010 7:04 PM To: Kevin Cote Cc: clutter@o-hand.com Subject: Re: [clutter] Problem migrating from 1.0.10 to 1.2.8 Hi, On Mon, Jun 07, 2010, Kevin Cote wrote: I have an application that I have developed over the last 6 months on top of v1.0.10. I am now trying to migrate this app to v1.2.8. I have tried running the migrated app under Ubuntu 9.0.4 and also Moblin v2. I get the same issues in both cases. My symptoms are twofold: - Text is garbled. By this I mean that each character is drawn almost like a block instead of the actual glyph. Porting our app from 0.9 to 1.2 I've had the exact same problem with text (on the infamous GMA500, but also on Intel GM965 when using indirect rendering. I tracked this down to text being rendered with mipmaps, which on GMA500 are either mis-rendered or make the driver crash. Our app was doing clutter_set_font_flags(0); to disable font mipmaps, but that call was a no-op in clutter 1.2 due to this bug: http://bugzilla.openedhand.com/show_bug.cgi?id=2161 Maybe the patch attached to the bug (now in clutter master) would fix your problem, it fixed ours. Johan. --- This email and any files transmitted with it are confidential proprietary to Systems and Software Enterprises, Inc. (dba IMS). This information is intended solely for the use of the individual or entity to which it is addressed. Access or transmittal of the information contained in this e-mail, in full or in part, to any other organization or persons is not authorized. --- -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Problem migrating from 1.0.10 to 1.2.8
Hi, On Mon, Jun 07, 2010, Kevin Cote wrote: I have an application that I have developed over the last 6 months on top of v1.0.10. I am now trying to migrate this app to v1.2.8. I have tried running the migrated app under Ubuntu 9.0.4 and also Moblin v2. I get the same issues in both cases. My symptoms are twofold: - Text is garbled. By this I mean that each character is drawn almost like a block instead of the actual glyph. Porting our app from 0.9 to 1.2 I've had the exact same problem with text (on the infamous GMA500, but also on Intel GM965 when using indirect rendering. I tracked this down to text being rendered with mipmaps, which on GMA500 are either mis-rendered or make the driver crash. Our app was doing clutter_set_font_flags(0); to disable font mipmaps, but that call was a no-op in clutter 1.2 due to this bug: http://bugzilla.openedhand.com/show_bug.cgi?id=2161 Maybe the patch attached to the bug (now in clutter master) would fix your problem, it fixed ours. Johan. -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] How do i get screen properties with clutter?
On 12/06/10 17:52, Ankur Sinha wrote: On Sat, 2010-06-12 at 17:36 +0100, Emmanuele Bassi wrote: On Sat, 2010-06-12 at 21:58 +0530, Ankur Sinha wrote: hey, I would like my stage to be say, 80% of the screen size. How would I find the size of the screen using pyclutter? I've been through the docs and I don't see any methods that would give me this info. Also, how do I remove window decorations? for eg, I'm making a splash, which doesn't need the title bar etc. Is there a property that I can set? Clutter does not abstract a platform's windowing system - except to the extent that it needs to effectively paint the stage and handle events on it. the rest is left to the platform's own libraries. you can use clutter-gtk (and its python bindings) to get a Stage embedded inside a gtk+ window - and then use gtk+'s API to achieve what you want. I'm trying to *not* use the gtk bindings so the app stays DE independent. As Emmanuele indicated, windowing is not platform-agnostic; you will need to use whatever APIs given platform provides to do this, i.e., on an X-based system, you will need to use xlib and follow the ICCM (http://tronche.com/gui/x/icccm/) and the EWMH (http://standards.freedesktop.org/wm-spec/wm-spec-1.4.html) protocols. Tomas -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Clutter-gst problem
On Mon, 2010-06-14 at 06:26 +0100, Rob Kramer wrote: Hey all Hi, I noticed the video-player example in clutter-gst is a bit broken in git master. The video's colours are all wrong, I assume you mean clutter master here. With some manual bisecting, I found that it's introduced by: commit ce6e80315e17f2e671e2709268f580add757f596 Author: Robert Bragg rob...@linux.intel.com Date: Mon Apr 26 10:01:43 2010 +0100 material: Adds backend abstraction for fragment processing Any idea what this issue could be? Could someone else test video-player perhaps? This happens on both Intel and Nvidia GPUs btw. Robert has basically rewritten the way Materials (The abstraction used to fill geometry) work. While the conformance tests are passing, some bugs still need to be crushed, it's so bleeding edge I did not even have the opportunity to test clutter-gst against it (but knew it was likely to break things). Tracking clutter master can be dangerous at times, but thanks for reporting this, it needs to be fixed indeed. Meanwhile, if you need some stable version, can I suggest to use 1.2.10 instead? (1.3.x are development versions leading to the 1.4.x stable versions). -- Damien -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
RE: [clutter] Problem migrating from 1.0.10 to 1.2.8
Any thoughts on this email that I sent last week? Thanks, Kevin -Original Message- From: Kevin Cote [mailto:kc...@imsco-us.com] Sent: Tuesday, June 08, 2010 5:19 PM To: clutter@o-hand.com Subject: RE: [clutter] Problem migrating from 1.0.10 to 1.2.8 Emmanuele: In addition to the notes below I spent the day attempting to get my application running under the final Moblin 2.1 IVI release (moblin-2.1-PR-Final-ivi-201002090924.img). This uses the IEGD v10.3 driver. To do this I upgraded my target platform with this release. Running my application as built for clutter v1.0.10 on top of this Moblin release worked fine. This release appears to be based on clutter v1.0.8. I attempted to update this by the following method: - Installed and built v1.2.8 on my Ubuntu development environment. - Copied the v1.2.8 clutter library (libclutter-glx-1.0.so.0.200.8) onto the Moblin target system. - Created two links to this library (libclutter-glx-1.0.so.0, libclutter-glx-1.0.so) - Executed ldconfig on the folder that contained the above files - Built my application on my Ubuntu development environment. - Copied my application to the Moblin target system. Now when I execute, I get the same errors that I noted in my earlier emails. Any ideas? If, as you say, this is a mipmapping support issue, what has changed within clutter to trigger this error? Thanks, Kevin Cote' -Original Message- From: Kevin Cote [mailto:kc...@imsco-us.com] Sent: Tuesday, June 08, 2010 9:04 AM To: clutter@o-hand.com Subject: RE: [clutter] Problem migrating from 1.0.10 to 1.2.8 -Original Message- From: Emmanuele Bassi [mailto:eba...@linux.intel.com] Sent: Tuesday, June 08, 2010 3:13 AM To: clutter@o-hand.com Subject: Re: [clutter] Problem migrating from 1.0.10 to 1.2.8 On Mon, 2010-06-07 at 17:04 -0700, Kevin Cote wrote: I have an application that I have developed over the last 6 months on top of v1.0.10. I am now trying to migrate this app to v1.2.8. I have tried running the migrated app under Ubuntu 9.0.4 and also Moblin v2. I get the same issues in both cases. My symptoms are twofold: - Text is garbled. By this I mean that each character is drawn almost like a block instead of the actual glyph. which GPU and driver are you using? Moblin is running on a 1.6GHz Atom with a US15W (Poulsbo) GPU. I am running with the IEGD driver, v10.2. - Certain textures are not rendered (meaning I don’t see them), yet the app functions as if they are there (meaning if the texture is a button control the button still functions even though it is invisible). again, these two seem connected (lack of mipmapping support). I tried executing some of the test-interactive programs and have seen two issues with v1.2.8. These issues don’t exist in v1.0.10: 1) With the test-texture-async I get the following output in the console and see no output to the application window. this has nothing to do with the rest of the issues; you have to pass a file to the test otherwise it'll fail. I'll add a check that bails out early instead of spewing errors. Under v1.0.10 I didn't have to pass a file. That was my confusion. Now when I pass a file it works fine as you have stated. 2) With the test-texture-quality application I see the hand drawn properly on the first cycle, but for all other cycles, only a few pixels near the top are drawn. there you go: lack of mipmapping support on your platform. So, what has changed since v1.0.10? This app has worked fine on various versions of the 1.0 branch. It is my understanding from Intel that the driver I am using does have mipmapping support. Thanks, Kevin --- This email and any files transmitted with it are confidential proprietary to Systems and Software Enterprises, Inc. (dba IMS). This information is intended solely for the use of the individual or entity to which it is addressed. Access or transmittal of the information contained in this e-mail, in full or in part, to any other organization or persons is not authorized. ---
Re: [clutter] How do i get screen properties with clutter?
On Sat, 2010-06-12 at 21:58 +0530, Ankur Sinha wrote: hey, I would like my stage to be say, 80% of the screen size. How would I find the size of the screen using pyclutter? I've been through the docs and I don't see any methods that would give me this info. Also, how do I remove window decorations? for eg, I'm making a splash, which doesn't need the title bar etc. Is there a property that I can set? Clutter does not abstract a platform's windowing system - except to the extent that it needs to effectively paint the stage and handle events on it. the rest is left to the platform's own libraries. you can use clutter-gtk (and its python bindings) to get a Stage embedded inside a gtk+ window - and then use gtk+'s API to achieve what you want. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] How do i get screen properties with clutter?
On Sat, 2010-06-12 at 17:36 +0100, Emmanuele Bassi wrote: On Sat, 2010-06-12 at 21:58 +0530, Ankur Sinha wrote: hey, I would like my stage to be say, 80% of the screen size. How would I find the size of the screen using pyclutter? I've been through the docs and I don't see any methods that would give me this info. Also, how do I remove window decorations? for eg, I'm making a splash, which doesn't need the title bar etc. Is there a property that I can set? Clutter does not abstract a platform's windowing system - except to the extent that it needs to effectively paint the stage and handle events on it. the rest is left to the platform's own libraries. you can use clutter-gtk (and its python bindings) to get a Stage embedded inside a gtk+ window - and then use gtk+'s API to achieve what you want. ciao, Emmanuele. hey, Thanks Emmanuele. I'm trying to *not* use the gtk bindings so the app stays DE independent. Thanks anyway, regards, Ankur -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Problem migrating from 1.0.10 to 1.2.8
On Mon, 2010-06-07 at 17:04 -0700, Kevin Cote wrote: I have an application that I have developed over the last 6 months on top of v1.0.10. I am now trying to migrate this app to v1.2.8. I have tried running the migrated app under Ubuntu 9.0.4 and also Moblin v2. I get the same issues in both cases. My symptoms are twofold: - Text is garbled. By this I mean that each character is drawn almost like a block instead of the actual glyph. which GPU and driver are you using? - Certain textures are not rendered (meaning I don’t see them), yet the app functions as if they are there (meaning if the texture is a button control the button still functions even though it is invisible). again, these two seem connected (lack of mipmapping support). I tried executing some of the test-interactive programs and have seen two issues with v1.2.8. These issues don’t exist in v1.0.10: 1) With the test-texture-async I get the following output in the console and see no output to the application window. this has nothing to do with the rest of the issues; you have to pass a file to the test otherwise it'll fail. I'll add a check that bails out early instead of spewing errors. 2) With the test-texture-quality application I see the hand drawn properly on the first cycle, but for all other cycles, only a few pixels near the top are drawn. there you go: lack of mipmapping support on your platform. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
RE: [clutter] Problem migrating from 1.0.10 to 1.2.8
-Original Message- From: Emmanuele Bassi [mailto:eba...@linux.intel.com] Sent: Tuesday, June 08, 2010 3:13 AM To: clutter@o-hand.com Subject: Re: [clutter] Problem migrating from 1.0.10 to 1.2.8 On Mon, 2010-06-07 at 17:04 -0700, Kevin Cote wrote: I have an application that I have developed over the last 6 months on top of v1.0.10. I am now trying to migrate this app to v1.2.8. I have tried running the migrated app under Ubuntu 9.0.4 and also Moblin v2. I get the same issues in both cases. My symptoms are twofold: - Text is garbled. By this I mean that each character is drawn almost like a block instead of the actual glyph. which GPU and driver are you using? Moblin is running on a 1.6GHz Atom with a US15W (Poulsbo) GPU. I am running with the IEGD driver, v10.2. - Certain textures are not rendered (meaning I don’t see them), yet the app functions as if they are there (meaning if the texture is a button control the button still functions even though it is invisible). again, these two seem connected (lack of mipmapping support). I tried executing some of the test-interactive programs and have seen two issues with v1.2.8. These issues don’t exist in v1.0.10: 1) With the test-texture-async I get the following output in the console and see no output to the application window. this has nothing to do with the rest of the issues; you have to pass a file to the test otherwise it'll fail. I'll add a check that bails out early instead of spewing errors. Under v1.0.10 I didn't have to pass a file. That was my confusion. Now when I pass a file it works fine as you have stated. 2) With the test-texture-quality application I see the hand drawn properly on the first cycle, but for all other cycles, only a few pixels near the top are drawn. there you go: lack of mipmapping support on your platform. So, what has changed since v1.0.10? This app has worked fine on various versions of the 1.0 branch. It is my understanding from Intel that the driver I am using does have mipmapping support. Thanks, Kevin --- This email and any files transmitted with it are confidential proprietary to Systems and Software Enterprises, Inc. (dba IMS). This information is intended solely for the use of the individual or entity to which it is addressed. Access or transmittal of the information contained in this e-mail, in full or in part, to any other organization or persons is not authorized. ---
Re: [clutter] RFC: Are toggle references neede for CoglHandle ?
On Tue, 2010-06-08 at 13:41 +0100, Neil Roberts wrote: Recently Cogl in git has gained support for attaching arbitrary user data to any handle using a pointer as a key in much the same way as Cairo does. We could use this to attach the Ruby proxy object to the handle so that it could return the same object every time the handle is seen. However if we do this then we need to resolve the issue that both the proxy object and the GObject will need to reference each other yet we still want them to be garbage collected. Most languages that bind GObject seem to use toggle references to fix this. So my question is, should we add toggle reference support to CoglHandles? This would certainly help someone implementing a Cogl texture cache as well, since it is important to know when textures are no longer used. Regards, Thomas - Intel Corporation (UK) Limited Registered No. 1134945 (England) Registered Office: Pipers Way, Swindon SN3 1RJ VAT No: 860 2173 47 This e-mail and any attachments may contain confidential material for the sole use of the intended recipient(s). Any review or distribution by others is strictly prohibited. If you are not the intended recipient, please contact the sender and delete all copies.
RE: [clutter] Problem migrating from 1.0.10 to 1.2.8
Emmanuele: In addition to the notes below I spent the day attempting to get my application running under the final Moblin 2.1 IVI release (moblin-2.1-PR-Final-ivi-201002090924.img). This uses the IEGD v10.3 driver. To do this I upgraded my target platform with this release. Running my application as built for clutter v1.0.10 on top of this Moblin release worked fine. This release appears to be based on clutter v1.0.8. I attempted to update this by the following method: - Installed and built v1.2.8 on my Ubuntu development environment. - Copied the v1.2.8 clutter library (libclutter-glx-1.0.so.0.200.8) onto the Moblin target system. - Created two links to this library (libclutter-glx-1.0.so.0, libclutter-glx-1.0.so) - Executed ldconfig on the folder that contained the above files - Built my application on my Ubuntu development environment. - Copied my application to the Moblin target system. Now when I execute, I get the same errors that I noted in my earlier emails. Any ideas? If, as you say, this is a mipmapping support issue, what has changed within clutter to trigger this error? Thanks, Kevin Cote' -Original Message- From: Kevin Cote [mailto:kc...@imsco-us.com] Sent: Tuesday, June 08, 2010 9:04 AM To: clutter@o-hand.com Subject: RE: [clutter] Problem migrating from 1.0.10 to 1.2.8 -Original Message- From: Emmanuele Bassi [mailto:eba...@linux.intel.com] Sent: Tuesday, June 08, 2010 3:13 AM To: clutter@o-hand.com Subject: Re: [clutter] Problem migrating from 1.0.10 to 1.2.8 On Mon, 2010-06-07 at 17:04 -0700, Kevin Cote wrote: I have an application that I have developed over the last 6 months on top of v1.0.10. I am now trying to migrate this app to v1.2.8. I have tried running the migrated app under Ubuntu 9.0.4 and also Moblin v2. I get the same issues in both cases. My symptoms are twofold: - Text is garbled. By this I mean that each character is drawn almost like a block instead of the actual glyph. which GPU and driver are you using? Moblin is running on a 1.6GHz Atom with a US15W (Poulsbo) GPU. I am running with the IEGD driver, v10.2. - Certain textures are not rendered (meaning I don’t see them), yet the app functions as if they are there (meaning if the texture is a button control the button still functions even though it is invisible). again, these two seem connected (lack of mipmapping support). I tried executing some of the test-interactive programs and have seen two issues with v1.2.8. These issues don’t exist in v1.0.10: 1) With the test-texture-async I get the following output in the console and see no output to the application window. this has nothing to do with the rest of the issues; you have to pass a file to the test otherwise it'll fail. I'll add a check that bails out early instead of spewing errors. Under v1.0.10 I didn't have to pass a file. That was my confusion. Now when I pass a file it works fine as you have stated. 2) With the test-texture-quality application I see the hand drawn properly on the first cycle, but for all other cycles, only a few pixels near the top are drawn. there you go: lack of mipmapping support on your platform. So, what has changed since v1.0.10? This app has worked fine on various versions of the 1.0 branch. It is my understanding from Intel that the driver I am using does have mipmapping support. Thanks, Kevin --- This email and any files transmitted with it are confidential proprietary to Systems and Software Enterprises, Inc. (dba IMS). This information is intended solely for the use of the individual or entity to which it is addressed. Access or transmittal of the information contained in this e-mail, in full or in part, to any other organization or persons is not authorized. --- �{.n�+���zwZ�%��^�맲��r��z�Z��( N�r��zǧu���[hr[�{.n�+��r�
Re: [clutter] Long-running clutter process with multiple consecutive stages
On Mon, 2010-06-07 at 22:38 +0100, Rupert Swarbrick wrote: static gboolean on_delete (ClutterStage *stage, ClutterEvent *event, gpointer data) { clutter_actor_destroy (CLUTTER_ACTOR (stage)); clutter_main_quit(); return FALSE; } try not destroying the stage and returning TRUE. right now, you're saying I did not handle the event and yet you just destroyed the stage and quit the main loop. you should actually use the ::destroy signal instead. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Text Font issue with Clutter 1.0.10
Nirmalya Barat barat.nirma...@yahoo.com wrote: I want to apply the related fixes on top of our clutter version off 1.2.8. Which are the ones I should pick up among these to fix the font issue? I would strongly recommend just using the branch directly because there are only minor bugfixes on that branch, but if you are sure you just want to apply the patches instead I would recommend these patches at a minimum: 080187e update backend to use lazy context/stage creation 23de53f clutter-backend-egl: Create a dummy X window and EGL surface e9d24b3 fix case when EGL driver doesn't support EGL_NATIVE_VISUAL_ID 040c240 clutter-stage-egl.c: Don't call eglWait*() 5abb2fe clutter-backend-egl: Chain up in dispose before destroying the context Regards, - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Text Font issue with Clutter 1.0.10
Neil, I tried the clutter I got from git. It solves the font issue. However performance is pretty slow compared to 1.0.10. Do u guys have ani existing issue like this? thx Nirmalya From: Neil Roberts n...@linux.intel.com To: Nirmalya Barat barat.nirma...@yahoo.com; clutter@o-hand.com Sent: Thu, June 3, 2010 2:32:46 AM Subject: Re: [clutter] Text Font issue with Clutter 1.0.10 Nirmalya Barat barat.nirma...@yahoo.com wrote: I want to apply the related fixes on top of our clutter version off 1.2.8. Which are the ones I should pick up among these to fix the font issue? I would strongly recommend just using the branch directly because there are only minor bugfixes on that branch, but if you are sure you just want to apply the patches instead I would recommend these patches at a minimum: 080187e update backend to use lazy context/stage creation 23de53f clutter-backend-egl: Create a dummy X window and EGL surface e9d24b3 fix case when EGL driver doesn't support EGL_NATIVE_VISUAL_ID 040c240 clutter-stage-egl.c: Don't call eglWait*() 5abb2fe clutter-backend-egl: Chain up in dispose before destroying the context Regards, - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Text Font issue with Clutter 1.0.10
Nirmalya Barat barat.nirma...@yahoo.com wrote: I tried clutter 1.2.8 same issue persists. Do you know anything related fixed in 1.2.10? Yes, the fixes for the eglx backend unfortunately were too late for the 1.2.8 release so they aren't in any release yet. If you are able to clone the git repo and use the clutter-1.2 branch then you will get the patches or you can wait for the 1.2.10 release (which might happen sooner if you hassle Emmanuele Bassi :). - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Text Font issue with Clutter 1.0.10
Hi Neil, I want to apply the related fixes on top of our clutter version off 1.2.8. Which are the ones I should pick up among these to fix the font issue? 5 days cogl-texture-2d: Regenerate the mipmaps when the texture ... Neil Roberts 2010-05-19 eglx: implement cogl_get_proc_address() Brian Tarricone 2010-05-19 eglx: Rename EGLNative{Window,Display}Type back to Native... Neil Roberts 2010-05-19 clutter-backend-egl: Chain up in dispose before destroyin... Neil Roberts 2010-05-19 clutter-stage-egl.c: Don't call eglWait*() Neil Roberts 2010-05-19 fix case when EGL driver doesn't support EGL_NATIVE_VISUA... Brian Tarricone 2010-05-19 clutter-backend-egl: Create a dummy X window and EGL surface Neil Roberts 2010-05-19 update backend to use lazy context/stage creation Brian Tarricone 2010-05-17 cogl-material: Set the blend equation even if blend funcs... Neil Roberts 2010-05-17 cogl-material: Set blend constant even if alpha and rgb f... Neil Roberts 2010-05-17 cogl-blend-string: Don't split combined blend statements ... Neil Roberts 2010-05-10 cogl-framebuffer: Flush journal when creating fbo Owen W. Taylor 2010-05-10 Post-release version bump to 1.2.9 Emmanuele Bassi thx Nirmalya From: Neil Roberts n...@linux.intel.com To: Nirmalya Barat barat.nirma...@yahoo.com; clutter@o-hand.com Sent: Wed, June 2, 2010 3:13:41 AM Subject: Re: [clutter] Text Font issue with Clutter 1.0.10 Nirmalya Barat barat.nirma...@yahoo.com wrote: I tried clutter 1.2.8 same issue persists. Do you know anything related fixed in 1.2.10? Yes, the fixes for the eglx backend unfortunately were too late for the 1.2.8 release so they aren't in any release yet. If you are able to clone the git repo and use the clutter-1.2 branch then you will get the patches or you can wait for the 1.2.10 release (which might happen sooner if you hassle Emmanuele Bassi :). - Neil
Re: [clutter] Text Font issue with Clutter 1.0.10
Hi Neil, I tried clutter 1.2.8 same issue persists. Do you know anything related fixed in 1.2.10? thx Nirmalya From: Neil Roberts n...@linux.intel.com To: Nirmalya Barat barat.nirma...@yahoo.com; clutter@o-hand.com Sent: Tue, June 1, 2010 2:40:47 AM Subject: Re: [clutter] Text Font issue with Clutter 1.0.10 Nirmalya Barat barat.nirma...@yahoo.com wrote: I am using clutter 1.0.10 on EGLX backend. While displaying a ClutterText actor with any color other than black shows boxes around the characters. Looks like a blending issue. I have seen many posts regarding this. Do we have a solution? clutter_set_font_flags() didn't work for me. Is there any particular reason you're using 1.0.10? That's pretty old now and we don't maintain the 1.0 series anymore. You may have better luck if you switch to the clutter-1.2 branch from git which will soon become the 1.2.10 release. It should be ABI and API compatible with 1.0.10. That branch has recently had a few patches on for the EGLX backend and as far as I know it is working reasonably well now. Regards - Neil
Re: [clutter] Text Font issue with Clutter 1.0.10
Hi Nirmalya, This can be anti-alising issue. Regards, Yogesh Hi, I am using clutter 1.0.10 on EGLX backend. While displaying a ClutterText actor with any color other than black shows boxes around the characters. Looks like a blending issue. I have seen many posts regarding this. Do we have a solution? clutter_set_font_flags() didn't work for me. thx Nirmalya
Re: [clutter] How to mask two texture
Rakesh Kumar wrote: Hi Samuel, Sorry for late reply I was on vacation. You have asked for two images dummy.png and dummy1.jpg. So for your reference I am attaching two images and Also I am attaching the final out put. Please comment on this. RK. Your dummy.png is quite wholly transparent, that's why the resulting image is also transparent. Here is how it works: the two images are *combined* together, so the RGBA value of the composed image is the 'multiplication' of the two images. (the two images are not displayed one *over* the other). It means that the final image gets the transparency of dummy.png. dummy.png should be a mask : white where your want to see dummy1.png, fully transparent where you want to see the background. (and half-transparent where you want to *add* transparency to dummy1.png) Do you understand ? (my english is not very good...) -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
RE: [clutter] How to mask two texture
Thanks for your quick reply.I have just given a thought We are modulating the two images so any way it will get Color of both image.I have tried alpha test also but its not worked. I think I should try some different method. Rakesh Kumar wrote: Hi Samuel, Sorry for late reply I was on vacation. You have asked for two images dummy.png and dummy1.jpg. So for your reference I am attaching two images and Also I am attaching the final out put. Please comment on this. RK. Your dummy.png is quite wholly transparent, that's why the resulting image is also transparent. Here is how it works: the two images are *combined* together, so the RGBA value of the composed image is the 'multiplication' of the two images. (the two images are not displayed one *over* the other). It means that the final image gets the transparency of dummy.png. dummy.png should be a mask : white where your want to see dummy1.png, fully transparent where you want to see the background. (and half-transparent where you want to *add* transparency to dummy1.png) These four lines I didn't understand. Do you understand ? (my english is not very good...) -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] How to mask two texture
Rakesh Kumar wrote: Thanks for your quick reply.I have just given a thought We are modulating the two images so any way it will get Color of both image.I have tried alpha test also but its not worked. I think I should try some different method. I think you need 3 layers : - the basic image - composed with a second layer to add 'lightning' - composed with a 'scissor' mask Rakesh Kumar wrote: Hi Samuel, Sorry for late reply I was on vacation. You have asked for two images dummy.png and dummy1.jpg. So for your reference I am attaching two images and Also I am attaching the final out put. Please comment on this. RK. Your dummy.png is quite wholly transparent, that's why the resulting image is also transparent. Here is how it works: the two images are *combined* together, so the RGBA value of the composed image is the 'multiplication' of the two images. (the two images are not displayed one *over* the other). It means that the final image gets the transparency of dummy.png. dummy.png should be a mask : white where your want to see dummy1.png, fully transparent where you want to see the background. (and half-transparent where you want to *add* transparency to dummy1.png) These four lines I didn't understand. Do you understand ? (my english is not very good...) -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] gnome-shell crashes using clutter git master repository
From: Neil Roberts n...@linux.intel.com I found this commit: commit 380e7b8b5d0f3a12e8132a24c637151cc0f07261 Author: Neil Roberts n...@linux.intel.com Date: Mon May 24 12:40:11 2010 +0100 cogl: Use a CoglBitmask to store the list of used texcoord arrays I've just tested it with git master and it is working fine for me. We had a problem with an accidental ABI break in a59bd4cfbb recently. Could Urgh, this commit is from a patch of mine... it be that you've caught this commit and built gnome shell against it, then upgraded to master which fixes the ABI break so your gnome shell build is broken? It would be good if you could rebuild everything that depends on Clutter to verify this. Well, IMHO, this is very unlikely. This morning I made an additional test, using git master but removing just this specific commit (git rebase -i is wonderful), and it works fine. In the same, as far as I remember, while I was trying to check it, I mostly compile mutter/gnome-shell using -afc. Anyway, I will try to rebuild everything as you suggested. I will report that soon. That problem might explain why it doesn't crash in a sensible place. The ABI break could make it jump to an invalid address. Well, the two previous cases I had a weird behaviour with Clutter was due NVIDIA drivers, this is the reason I pointed that. Have you tried with NVIDIA drivers? BR === API (apinhe...@igalia.com) -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] gnome-shell crashes using clutter git master repository
I could also replicate the problem on an nvidia box and I've pushed the patch below which seems to fix it. test-conformance was also failing on nvidia. I messed up the texcoord array caching patch so it wasn't disabling arrays properly and it would probably end up reading stale memory in glDrawArrays. Presumably we were getting away with this on Mesa. commit 401892af1188073dc3107832b8e2e908c5c0e79e Author: Neil Roberts n...@linux.intel.com Date: Thu May 27 14:51:44 2010 +0100 cogl: Record new enabled arrays in _cogl_disable_other_texcoord_arrays When _cogl_disable_other_texcoord_arrays is called it disables the neccessary texcoord arrays and then removes the bits for the disabled arrays in ctx-texcoord_arrays_enabled. However none of the places that call the function then set any bits in ctx-texcoord_arrays_enabled so the arrays would never get marked and they would never get disabled again. This patch just changes it so that _cogl_disable_other_texcoord_arrays also sets the corresponding bits in ctx-texcoord_arrays_enabled. - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] pyclutter embed gtk widgets inside clutter stage
Excellent, I will give it a try! Thank you very much Edo On Tue, May 25, 2010 at 7:27 PM, Emmanuele Bassi eba...@linux.intel.comwrote: On Tue, 2010-05-25 at 19:12 +0100, Edoardo Tosca wrote: so basically if i want to create a rich user interface with clutter i have to write my own custom widgets. Am I right? yes; you can also use Mx for Clutter-based widgets: http://gitorious.org/mx-toolkit ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.comclutter%2bunsubscr...@o-hand.com -- Edoardo Tosca Mail: edoardo.to...@{autistici.org, gmail.com} Skype: edoardotosca Web: http://blog.devonlinux.net
Re: [clutter] pyclutter embed gtk widgets inside clutter stage
On Tue, 2010-05-25 at 17:37 +0100, edo wrote: Hi everybody, i've started playing with pyclutter since a couple of months and it's really amazing! Using pyclutter-gtk i managed to embed a pyclutter stage inside a pygtk application, and i would like to add some pygtk widgets (like pygtk.Hbox, pygtk.Frame etc..) inside this stage or group containes in the stage. Do you have any clue? currently, in order to do that, you need to use clutter-gtk from master; it's experimental, and it's still in flux, so there are no Python bindings for this functionality. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] pyclutter embed gtk widgets inside clutter stage
On Tue, 2010-05-25 at 19:12 +0100, Edoardo Tosca wrote: so basically if i want to create a rich user interface with clutter i have to write my own custom widgets. Am I right? yes; you can also use Mx for Clutter-based widgets: http://gitorious.org/mx-toolkit ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
RE: [clutter] How to mask two texture
Hi Samuel, Now I am getting the masking but its also blended With the stage color. Stage color is coming on masked Image. Any help will be appreciated. Regards, RK. Rakesh Kumar wrote: Hi Neil, I have done like this but I am not getting masking in my program. Code Snippet:In the loading image Load_Image() { gchar **files; files = g_new (gchar*, 1); files[0] = g_build_filename (/home/rakeshk4/Development/Pictureflow/, Dummy_Alpha_Path.png, NULL); //path I am geeting from argument ClutterActor *actor = clutter_texture_new_from_file (path, NULL); CoglHandle alpha_mask_texture = cogl_texture_new_from_file (files[0],COGL_TEXTURE_NONE, COGL_PIXEL_FORMAT_ANY,error); Coglhandle material = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (actor)); cogl_material_set_layer (material, 1, alpha_mask_texture); cogl_material_set_layer_combine (material, 1, RGBA = MODULATE (PREVIOUS, TEXTURE), error); I am getting this warning meassage: cogl_material_set_layer_combine: assertion `cogl_is_material (handle)'failed I am using this sample. http://github.com/pmarti/clutter-tutorial/tree/50679e5eb5ebeb9cbfaab99ceacd9e85deabf3bb/examples/full_example Regards, RK Hi Rakesh Kumar rakesh.ku...@kpitcummins.com wrote: I have two texture one is rectangular texture and other one contains alpha texture that is non rectangular texture ,from this i would like to mask two texture and create new shape texture. How we can do this in clutter. You should be able to do this with a custom material on a ClutterTexture using multi-texturing. Assuming you have your alpha mask texture in a CoglHandle and your base texture in a ClutterTexture you can do something like this: ClutterActor *base_texture = ...; CoglHandle alpha_mask_texture = ...; CoglHandle material; /* Get the material from the Clutter texture */ material = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (base_texture)); maaterial = clutter_texture_get_cogl_material (CLUTTER_TEXTURE (base_texture)); that could fix the error, afaik... /* Add the alpha mask as a second texture layer */ cogl_material_set_layer (material, 1, alpha_mask_texture); /* Set the combine function so that the base texture is modulated by the alpha component of the mask texture */ cogl_material_set_layer_combine (material, 1, RGBA = MODULATE (PREVIOUS, TEXTURE[A]), NULL); If you need picking to work as well then you would need to subclass ClutterTextue and override the pick method so that it draws a solid rectangle masked by the alpha texture in a similar way. You may want to take a look at Mutter¹ which does a similar thing to support shaped windows. - Neil ¹ http://ho.io/ck29 -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] How to mask two texture
Rakesh Kumar wrote: Hi Samuel, Now I am getting the masking but its also blended With the stage color. Stage color is coming on masked Image. Any help will be appreciated. Regards, RK. How would you like it to work ? If you have transparency, then you'll see what is displayed behind the transparent part. Or perhaps I do not understand what you're trying to do... -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
RE: [clutter] How to mask two texture
Hi Neil, I have done like this but I am not getting masking in my program. Code Snippet:In the loading image Load_Image() { gchar **files; files = g_new (gchar*, 1); files[0] = g_build_filename (/home/rakeshk4/Development/Pictureflow/, Dummy_Alpha_Path.png, NULL); //path I am geeting from argument ClutterActor *actor = clutter_texture_new_from_file (path, NULL); CoglHandle alpha_mask_texture = cogl_texture_new_from_file (files[0],COGL_TEXTURE_NONE, COGL_PIXEL_FORMAT_ANY,error); Coglhandle material = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (actor)); cogl_material_set_layer (material, 1, alpha_mask_texture); cogl_material_set_layer_combine (material, 1, RGBA = MODULATE (PREVIOUS, TEXTURE), error); I am getting this warning meassage: cogl_material_set_layer_combine: assertion `cogl_is_material (handle)'failed I am using this sample. http://github.com/pmarti/clutter-tutorial/tree/50679e5eb5ebeb9cbfaab99ceacd9e85deabf3bb/examples/full_example Regards, RK Hi Rakesh Kumar rakesh.ku...@kpitcummins.com wrote: I have two texture one is rectangular texture and other one contains alpha texture that is non rectangular texture ,from this i would like to mask two texture and create new shape texture. How we can do this in clutter. You should be able to do this with a custom material on a ClutterTexture using multi-texturing. Assuming you have your alpha mask texture in a CoglHandle and your base texture in a ClutterTexture you can do something like this: ClutterActor *base_texture = ...; CoglHandle alpha_mask_texture = ...; CoglHandle material; /* Get the material from the Clutter texture */ material = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (base_texture)); /* Add the alpha mask as a second texture layer */ cogl_material_set_layer (material, 1, alpha_mask_texture); /* Set the combine function so that the base texture is modulated by the alpha component of the mask texture */ cogl_material_set_layer_combine (material, 1, RGBA = MODULATE (PREVIOUS, TEXTURE[A]), NULL); If you need picking to work as well then you would need to subclass ClutterTextue and override the pick method so that it draws a solid rectangle masked by the alpha texture in a similar way. You may want to take a look at Mutter¹ which does a similar thing to support shaped windows. - Neil ¹ http://ho.io/ck29 -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] How to mask two texture
Rakesh Kumar wrote: Hi Neil, I have done like this but I am not getting masking in my program. Code Snippet:In the loading image Load_Image() { gchar **files; files = g_new (gchar*, 1); files[0] = g_build_filename (/home/rakeshk4/Development/Pictureflow/, Dummy_Alpha_Path.png, NULL); //path I am geeting from argument ClutterActor *actor = clutter_texture_new_from_file (path, NULL); CoglHandle alpha_mask_texture = cogl_texture_new_from_file (files[0],COGL_TEXTURE_NONE, COGL_PIXEL_FORMAT_ANY,error); Coglhandle material = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (actor)); cogl_material_set_layer (material, 1, alpha_mask_texture); cogl_material_set_layer_combine (material, 1, RGBA = MODULATE (PREVIOUS, TEXTURE), error); I am getting this warning meassage: cogl_material_set_layer_combine: assertion `cogl_is_material (handle)'failed I am using this sample. http://github.com/pmarti/clutter-tutorial/tree/50679e5eb5ebeb9cbfaab99ceacd9e85deabf3bb/examples/full_example Regards, RK Hi Rakesh Kumar rakesh.ku...@kpitcummins.com wrote: I have two texture one is rectangular texture and other one contains alpha texture that is non rectangular texture ,from this i would like to mask two texture and create new shape texture. How we can do this in clutter. You should be able to do this with a custom material on a ClutterTexture using multi-texturing. Assuming you have your alpha mask texture in a CoglHandle and your base texture in a ClutterTexture you can do something like this: ClutterActor *base_texture = ...; CoglHandle alpha_mask_texture = ...; CoglHandle material; /* Get the material from the Clutter texture */ material = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (base_texture)); maaterial = clutter_texture_get_cogl_material (CLUTTER_TEXTURE (base_texture)); that could fix the error, afaik... /* Add the alpha mask as a second texture layer */ cogl_material_set_layer (material, 1, alpha_mask_texture); /* Set the combine function so that the base texture is modulated by the alpha component of the mask texture */ cogl_material_set_layer_combine (material, 1, RGBA = MODULATE (PREVIOUS, TEXTURE[A]), NULL); If you need picking to work as well then you would need to subclass ClutterTextue and override the pick method so that it draws a solid rectangle masked by the alpha texture in a similar way. You may want to take a look at Mutter¹ which does a similar thing to support shaped windows. - Neil ¹ http://ho.io/ck29 -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Sprite Animations
On Sun, 16 May 2010 14:31:30 -0400, Sam Wilson tecywiz...@hotmail.com wrote: Hello knowledgeable clutter people, I created an actor to handle drawing sprite based animations, and I am wondering if it is the correct way to do it. The code is written in Vala, but it won't compile with the stock clutter bindings since I am using cogl_texture_new_from_sub_texture which isn't bound. There's a patch attached to fix it. The actor looks pretty neat to me. I just have a couple of points that might make it slightly better. - There's no need to override the pick method if the actor has no children and you are just drawing the color to fill the actor's allocation. The default implementation in ClutterActor will do this for you. - You might want to make a separate material for each frame that is private to the actor and use that to render the texture rather than using Cogl.set_source_texture. This will help Cogl optimize the rendering better because Cogl.set_source_texture effectively ends up editing a global convenience material which would cause a flush of Cogl's journal. You should also use this material to implement the opacity of the actor. So _frames would become an array of Cogl.Materials and your init function would be something like this (although I don't really know Vala so I'm just guessing the syntax): _frames[i] = new Cogl.Material (); _frames[i].set_layer(0, new Texture.from_sub_texture (...)); and then your paint method would be like this: guint8 paint_opacity = get_paint_opacity (); _frames[i].set_color4ub (paint_opacity, paint_opacity, paint_opacity, paint_opacity); Cogl.set_source (frames[i]); ... - It's currently much more efficient to use Cogl.rectangle rather than the path API to draw the texture. Cogl isn't clever enough to recognise that the path you've created is a simple rectangle and it ends up having to fill the stencil buffer to render the texture into the path. Using Cogl.rectangle instead means it can just directly submit a quad to OpenGL. - You might want to implement the setter for the 'frame' property so that it queues a redraw. Otherwise it would probably be difficult to use ClutterActor.animate to animate the property. I don't know what's the right way to do that in Vala. Hope that helps. - Neil Here's my actor: using Cogl; public class SpriteActor : Clutter.Actor { private Texture _tex; private Texture[] _frames; public int frame_width { get; construct set; } public int frame_height { get; construct set; } public int n_frames { get; construct set; } public int frame { get; set; } private SpriteActor() { Object(); } public SpriteActor.from_file(int width, int height, int frames, string path) throws GLib.Error { Object(frame_width: width, frame_height: height, n_frames: frames); _tex = new Texture.from_file(path, TextureFlags.NO_SLICING, PixelFormat.ANY); init(); } public SpriteActor.from_bitmap(int width, int height, int frames, Bitmap bit) { Object(frame_width: width, frame_height: height, n_frames: frames); _tex = new Texture.from_bitmap(bit, TextureFlags.NO_SLICING, PixelFormat.ANY); init(); } private void init() { //this.notify[frame].connect(() = {queue_redraw();}); _frames = new Texture[n_frames]; for (int i = 0; i n_frames; i++) { _frames[i] = new Texture.from_sub_texture(_tex, i * frame_width, 0, frame_width, frame_height); } } protected override void paint() { Cogl.set_source_texture(_frames[frame]); Cogl.path_rectangle(0, 0, width, height); Cogl.path_fill(); } protected override void pick(Clutter.Color c) { Cogl.set_source_color4ub(c.red, c.green, c.blue, c.alpha); Cogl.path_rectangle(0, 0, width, height); Cogl.path_fill(); } } diff --git a/vapi/cogl-1.0.vapi b/vapi/cogl-1.0.vapi index 9f356d3..9c2c807 100644 --- a/vapi/cogl-1.0.vapi +++ b/vapi/cogl-1.0.vapi @@ -152,6 +152,7 @@ namespace Cogl { public Texture.from_bitmap (Cogl.Bitmap bmp_handle, Cogl.TextureFlags flags, Cogl.PixelFormat internal_format); public Texture.from_data (uint width, uint height, Cogl.TextureFlags flags, Cogl.PixelFormat format, Cogl.PixelFormat internal_format, uint rowstride, [CCode (array_length = false)] uchar[] data); public Texture.from_file (string filename, Cogl.TextureFlags flags, Cogl.PixelFormat
Re: [clutter] How to mask two texture
Hi Rakesh Kumar rakesh.ku...@kpitcummins.com wrote: I have two texture one is rectangular texture and other one contains alpha texture that is non rectangular texture ,from this i would like to mask two texture and create new shape texture. How we can do this in clutter. You should be able to do this with a custom material on a ClutterTexture using multi-texturing. Assuming you have your alpha mask texture in a CoglHandle and your base texture in a ClutterTexture you can do something like this: ClutterActor *base_texture = ...; CoglHandle alpha_mask_texture = ...; CoglHandle material; /* Get the material from the Clutter texture */ material = clutter_texture_get_cogl_texture (CLUTTER_TEXTURE (base_texture)); /* Add the alpha mask as a second texture layer */ cogl_material_set_layer (material, 1, alpha_mask_texture); /* Set the combine function so that the base texture is modulated by the alpha component of the mask texture */ cogl_material_set_layer_combine (material, 1, RGBA = MODULATE (PREVIOUS, TEXTURE[A]), NULL); If you need picking to work as well then you would need to subclass ClutterTextue and override the pick method so that it draws a solid rectangle masked by the alpha texture in a similar way. You may want to take a look at Mutter¹ which does a similar thing to support shaped windows. - Neil ¹ http://ho.io/ck29 -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] VA-API support to clutter-gst
Wow, awesome!! Can't wait to try it out :) On Thu, May 13, 2010 at 10:20 AM, Gwenole Beauchesne gbeauche...@splitted-desktop.com wrote: Hi, I have posted some patches to add VA-API support to clutter-gst: http://bugzilla.openedhand.com/show_bug.cgi?id=2119 You need gstreamer-vaapi = 0.2.2 available at: http://www.splitted-desktop.com/~gbeauchesne/gstreamer-vaapi/ Hardware requirements: * AMD platforms with UVD2 (XvBA supported) * Intel Eaglelake (G45) * Intel Ironlake (HD Graphics) * Intel Poulsbo (US15W) * NVIDIA platforms with PureVideo (VDPAU supported) Software requirements: * Recent enough GStreamer stack * Probably the Moorestown drivers on US15W * GLX = 1.3 (GLX texture-from-pixmap) for Ironlake. i.e. this won't work with Ubuntu 10.04 final, though it probably should with Fedora 13 * Any libVA would suit but it's preferable to use our variant with VA/GLX extensions because: - I will only build xvba-video against it - It provides the most efficient path to avoid texture-from-pixmap wherever possible. e.g. AMD, and NVIDIA in the future. I have only tested H.264 decoding on AMD and NVIDIA platforms. Performance is quite decent (in round 2): 1080p is playable with 20% CPU @ 1 GHz in powersave mode. There is still some work to do (in gstreamer-vaapi) but this is working enough. If someone has HTML5 video working with clutter-mozembed / clutter-gst, I am all ears. ;-) Regards, Gwenole. -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.comclutter%2bunsubscr...@o-hand.com
Re: [clutter] Clutter Mx user resize
Hi Emilio, On Wed, 2010-04-28 at 17:35 -0300, Emilio Fernandes wrote: How can i set the MxWindow unresizable? I have this code: application = mx_application_new (argc, argv, App, MX_APPLICATION_SINGLE_INSTANCE); window = mx_application_create_window (application); stage = (ClutterActor *)mx_window_get_clutter_stage (window); clutter_stage_set_user_resizable (CLUTTER_STAGE (stage), FALSE); I already set clutter_stage_set_user_resizable (CLUTTER_STAGE (stage), FALSE), but the app window continues resizable! Ant tips for this? This sounds like a bug - please file this at http://bugs.meego.com/ Application and Window haven't been used too much, so you may find there are bugs here and there. Any testing is much appreciated. --Chris -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] ClutterScript: includes
That works great! Thanks! Thomas On Sun, May 9, 2010 at 8:49 AM, Emmanuele Bassi eba...@linux.intel.com wrote: On Sat, 2010-05-08 at 14:54 -0400, Thomas Garner wrote: What's the simplest method to include scripts within a script? you don't. there is no inclusion specified. My end goal is to break out my js into more manageable pieces. if you call clutter_script_load_from_* multiple times on the same ClutterScript instance then ClutterScript will merge the definitions (including extending the definitions of objects with the same type and id or expanding the definitions of objects referred to only by an id). the returned value for clutter_script_load_from_* is the merge id, which can be used to unmerge the definitions. you can refer to the ClutterScript API reference documentation, and to the examples under Clutter's tests/ directory. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] ClutterScript: includes
On Sat, 2010-05-08 at 14:54 -0400, Thomas Garner wrote: What's the simplest method to include scripts within a script? you don't. there is no inclusion specified. My end goal is to break out my js into more manageable pieces. if you call clutter_script_load_from_* multiple times on the same ClutterScript instance then ClutterScript will merge the definitions (including extending the definitions of objects with the same type and id or expanding the definitions of objects referred to only by an id). the returned value for clutter_script_load_from_* is the merge id, which can be used to unmerge the definitions. you can refer to the ClutterScript API reference documentation, and to the examples under Clutter's tests/ directory. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Strategies for composing a stage with many small actors
Hello, You can try to animate the anchor-x and anchor-y properties for scrolling. These properties affect only the paint phase, their animation should not retrigger allocation. This will avoid some python virtual method calls. HTH, Julien 2010/4/30 Martin Wilz martin.w...@gmail.com Hello, While not getting any further with my previous post, I tried to draw something with clutter/COGL, which comes pretty near to the use case I have in mind. The stage consists mostly of rounded rectangles as implemented on http://www.themacaque.com/?p=565 and labels, both of them put together in groups. Lots of them. Then I tried to animate it (scrolling ) and my CPU hit the limit and it was nowhere near being smooth. I first thought, that maybe the hardware acceleration is not working (I'm still not sure). I did some debugging and came to conclusion, that there is first an issue with the do_paint method in the rounded rectangle. It gets unnecessarily called, when each actor is moved, as verified by print-debugging. I'm using group.animate(clutter.EASE_IN_OUT_SINE, 1, y, 500) to animate, which I'm not sure is the right way to animate optimally. Are there other ways of moving actors, which are less well documented (e.g anchor points), but don't trigger an redraw of the actors, but work more in the spirit of a transformation of actors rather than redrawing them ? As I did not find such a transformation, I tried to use texture_new_from_actor with my group, as these groups will change slowly and one at a time in the use case. Unfortunately texture_new_from_actor returns None on my system, even for simple objects such as Rectangles. I read something about the system needing the feature to render textures offscreen and checked the feature flags. import clutter f = clutter.FeatureFlags.__flags_values__ for (i,v) in f.iteritems(): ... print %s:%s % (str(v), clutter.feature_available(i)) ... flags CLUTTER_FEATURE_STAGE_USER_RESIZE of type ClutterFeatureFlags:True flags CLUTTER_FEATURE_STAGE_STATIC of type ClutterFeatureFlags:False flags CLUTTER_FEATURE_SWAP_EVENTS of type ClutterFeatureFlags:False flags CLUTTER_FEATURE_TEXTURE_NPOT of type ClutterFeatureFlags:True flags CLUTTER_FEATURE_OFFSCREEN of type ClutterFeatureFlags:True flags CLUTTER_FEATURE_TEXTURE_READ_PIXELS of type ClutterFeatureFlags:True flags CLUTTER_FEATURE_SYNC_TO_VBLANK of type ClutterFeatureFlags:True flags CLUTTER_FEATURE_STAGE_CURSOR of type ClutterFeatureFlags:True flags CLUTTER_FEATURE_TEXTURE_YUV of type ClutterFeatureFlags:False flags CLUTTER_FEATURE_SHADERS_GLSL of type ClutterFeatureFlags:True flags CLUTTER_FEATURE_STAGE_MULTIPLE of type ClutterFeatureFlags:True As I interpret it, my (ATI 4550 with fglrx driver) system should be capable to use texture_new_from_actor. I already made sure the actor is not attached to another actor/stage and to show the actor before. Am I missing something else ? Oh yes, I saw that you are able to draw to textures directly with Cairo, which seems to be the currently recommended way to generate textures. Are there any caveats when using this approach other than having to look at just another drawing API ? Martin
Re: [clutter] Clutter-WARNING **: Attempting to map a child that does not meet the necessary invariants
On 27/04/2010 06:25, Rune Svendsen wrote: that does not meet the necessary invariants: the actor 'ClutterCairoTexture' has no parent I had an error like this. I found that it was a Clone that I was making from an Actor that had *not* been added to the Stage. To fix it, I added the Actor to the stage, hid it and then cloned it. hth, \d -- Fonty Python and Things! -- http://otherwise.relics.co.za/wiki/Software -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: NPOT textures, difference between GL and GLES (was: Re: [clutter] [cogl] Texture slices: what is the waste?)
Excerpts from Brian J. Tarricone's message of Wed Apr 21 09:59:34 +0100 2010: Hi Robert, On 04/20/2010 04:11 PM, Robert Bragg wrote: It might be worth investigating if your GLES platform supports this extension: http://www.khronos.org/registry/gles/extensions/OES/OES_texture_npot.txt I'm a bit new to OpenGL (and GLES), so please bear with me if what I'm asking is silly/obvious. I'm working on an embedded platform that has EGL and GLES 2.0. Our driver reports it supports GL_ARB_texture_rectangle. I know cogl's GL backend will make use of texture_rectangle, but, when I was poking into cogl's GLES backend (during the 1.0.x time frame), it looked like there wasn't support for texture_rectangle. Oh interesting I haven't seen a GLES driver with the ARB_texture_rectangle extension but it's plausible that your hardware isn't capable of supporting all the features of texture_npot but it does have enough for texture_rectangle. I'm not really sure what the texture_rectangle extension gives you beyond what core GLES 2.0 requires anyway. Core GLES 2.0 supports NPOT textures but not mipmapping and limited repeat modes. (I think just CLAMP_TO_EDGE) The texture_rectangle extension also doesn't support mipmapping and has limited repeat modes. The big difference with texture rectangle that might explain why they added the extension is that you don't use normalized texture coordinates to sample from them. Normal TEXTURE_2D textures have coordinates in the range [0,1] but TEXTURE_RECTANGLE textures use coordinates in the range [0,texture_width/height]. It can sometimes be convenient to use TEXTURE_RECTANGLE textures in shaders since it's simpler to use them as lookup tables. Using TEXTURE_2D textures involves calculating a floating point delta to allow indexing of specific texels in your texture. Is it a mistake that our GPU vendor is supporting texture_rectangle on GLES? Should we ask them to support OES_texture_npot instead or in addition? (It looks like texture_npot has fewer restrictions than texture_rectangle, anyway, which is nice.) Or is it normal and accepted to sometimes see texture_rectangle on GLES implementations? I don't know if it's a mistake; but unless you want a texture that doesn't use normalized texture coordinates I don't think it buys you anything over the basic support for NPOT textures that GLES 2 already comes with. The Cogl OpenGL backend doesn't really support texture_rectangle it just allows you to use cogl_texture_new_from_foreign with TEXTURE_RECTANGLE and it understands that they don't have normalized coordinates. I would expect for GLES 2.0 you could also use cogl_texture_new_from_foreign to create NPOT TEXTURE_2D textures and avoid having to use texture_rectangle. The problems would be that you can't enable mipmaping for such textures or use anything but the CLAMP_TO_EDGE repeat mode. (Note: if you aren't using Clutter master though you don't have explicit control over the repeat modes so you would need to patch Cogl to work around this.) Getting the same level of support for texture_rectangle as we have for OpenGL should be easy if you want to experiment with it, since most of the CoglTexture code is shared between GL and GLES. You can search for #if HAVE_COGL_GL guards in cogl-texture-2d-slice.c; remove them; tweak _cogl_texture_driver_allows_foreign_gl_target to allow the COGL_TEXTURE_RECTANGLE_ARB target and then you'll have to use cogl_texture_new_from_foreign, which means you have to create the texture manually with raw GL calls and you have to be very careful to restore any GL state you modify while creating the texture so you don't confuse any state caching Cogl does internally. The only reason we have texture_rectangle support for OpenGL is to support texture_from_pixmap on some limited GPUs. If possible I would ask the vendor if they can support OES_texture_npot since that would make your life *much* easier. It's very possible though that your hardware can't support the extension though. Adding better support for the limited NPOT textures that GLES 2 exposes to Cogl could be done something like this: * Make the ensure_mipmaps vfunc for all texture backends return a boolean status so it may fail. * Make the set_wrap_mode_parameters vfunc for all texture backends return a boolean status so it may fail. * patch the texture_2d backend with some #ifdef HAVE_COGL_GLES2 guards: * so that it always returns FALSE in the ensure_mipmaps vfunc. * so it returns FALSE in set_wrap_mode_parameters for anything but CLAMP_TO_EDGE. * patch cogl_texture_new_from_bitmap and cogl_texture_new_with_size with some #ifdef HAVE_COGL_GLES2 guards so we never try and create and return a _cogl_texture_2d directly. * Add a cogl-texture-rectangle backend. This should basically be a copy of cogl-texture-2d.c backend except replace occurrences of TEXTURE_2D with TEXTURE_RECTANGLE. * Adapt cogl-texture-2d-sliced.c to be implemented in terms of
Re: [clutter] switched colour channels
Hi Phil, On Phil gut@gmail.com wrote: I have compiled Clutter 1.2.5 with the eglnative/gles backend. The colour channels of textures seem to be switched when the format is not RGBA. This is my fault. Before Clutter 1.2 we would always convert the texture using the Cogl bitmap code when a Cogl texture is created with a different internal format from the image format. However for 1.2 I changed it so that it would just pass the image format and the internal format directly to GL so that the GL driver could do the conversion. The assumption is that the GL driver is likely to be faster (or at least our code isn't at all optimized so it can't be any slower) and support more formats. I didn't realize that GLES doesn't support the format conversions when uploading data so of course it broke for that backend. I've attached a couple of patches to the bug report¹ which should hopefully fix the problem. Furthermore, can anybody tell me where the convertion should be triggered ideally? As far as I have seen, the _cogl_texture_prepare_for_upload () seems to be the right place. There also, the GL pixel format conversion is invoked, which in turn is performed by the gles specific function. However, I am wondering why no conversion is triggered there when the CoglPixelFormat does not match the GL internal format (since the OpenGL ES does not provide the necessary conversion)? Yes, that looks like the right place and it is indeed where I've put the conversion in the patches. Thanks for the report - Neil ¹ http://bugzilla.openedhand.com/show_bug.cgi?id=2059 -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] switched colour channels
On 04/21/2010 07:35 AM, Phil wrote: Hello, I have compiled Clutter 1.2.5 with the eglnative/gles backend. The colour channels of textures seem to be switched when the format is not RGBA. I have noticed the following: * if the texture is loaded from a file (e.g. PNG) it works fine (gdk-pixbuf is used). gdk-pixbuf uses RGBA as internal format. Thus, I think it works in contrast to the other cases below. * If I load data from memory using clutter_texture_set_from_rgb_data () the issue with the switched red and blue colour channel appears. The flag CLUTTER_TEXTURE_RGB_FLAG_BGR does not seem to have an effect. * If the texture is a cairo texture (cairo uses ARGB internally) the same problem is present. I've noticed this as well, and for this reason we're sticking with clutter 1.0.x for our project. It seems there are quite a few regressions to the GLES backend in 1.2 (not to mention that the eglx backend doesn't work[1]). I've been meaning to find time to try to categorize the problems and file bugs, but I've been far too busy. Glad someone else has noticed the reversed color channel problems, though... -brian [1] http://bugzilla.o-hand.com/show_bug.cgi?id=2056 -- shame no one's looked at my patch. -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Clutter gradient and text
Hi, On Sam Wilson tecywiz...@hotmail.com wrote: Hello, I hate to bother you all with trivial stuff like this, but I am having some serious trouble finding the error in my program. Essentially, I want to render a shape with a gradient background and a text label, so I created an actor that has a single Text actor as a child. The gradient is rendered using a method similar to http://lists.o-hand.com/clutter/1787.html written in vala and adapted to handle angles. (Any improvements to this function would also be welcome C: ) A screenshot of the incorrect behaviour is located at http://sellyourvote.ca/Screenshot-test.png I know it has something to do with the Text actor, since both rectangles render properly if the text is turned off in both of them. I'm having trouble compiling your Vala sample so I can't test the theory, but my guess is that the problem is because you're not setting a material before you paint the gradient. When you paint the first gradient on the left you will have the material left over from whatever was painted last in the previous scene. I think in this case that would be the text. Text is painted using a special material that I think would break your gradient. The second gradient works because it will use the material left over from painting the outline. I think all it needs is this line at the top of your draw_gradient method: Cogl.set_source_color({128, 128, 128, 255}) - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Clutter gradient and text
On Thu, 2010-04-22 at 10:31 +0100, Neil Roberts wrote: Hi, On Sam Wilson tecywiz...@hotmail.com wrote: Hello, I hate to bother you all with trivial stuff like this, but I am having some serious trouble finding the error in my program. Essentially, I want to render a shape with a gradient background and a text label, so I created an actor that has a single Text actor as a child. The gradient is rendered using a method similar to http://lists.o-hand.com/clutter/1787.html written in vala and adapted to handle angles. (Any improvements to this function would also be welcome C: ) A screenshot of the incorrect behaviour is located at http://sellyourvote.ca/Screenshot-test.png I know it has something to do with the Text actor, since both rectangles render properly if the text is turned off in both of them. I'm having trouble compiling your Vala sample so I can't test the theory, Hmm... Might be the compiler version, I am using a recent build from git, but 0.8.0 should also be able to compile it fine but my guess is that the problem is because you're not setting a material before you paint the gradient. When you paint the first gradient on the left you will have the material left over from whatever was painted last in the previous scene. I think in this case that would be the text. Text is painted using a special material that I think would break your gradient. The second gradient works because it will use the material left over from painting the outline. I think all it needs is this line at the top of your draw_gradient method: Cogl.set_source_color({128, 128, 128, 255}) - Neil You sir, are a god! I can't believe that's all I was missing :P Thanks, Sam smime.p7s Description: S/MIME cryptographic signature
Re: [clutter] Help for MX using clutter
Hi Rakesh, I have compiled mx using clutter. After git clone git://git.moblin.org/mx do ./autogen ( May be u have to also build clutter-gesture, clutter-imcontext, startup-notification, dbus-glib) Or you may give --without-clutter-gesture option etc etc Regards, Ashish On Wed, Apr 21, 2010 at 6:17 PM, Rakesh Kumar rakesh.ku...@kpitcummins.comwrote: Hi List, I have just downloaded current version of MX GUI tool KIT and I don’t know How to compile it on linux. Please help me on this issue. I have searched in clutter Archive mail but I didn’t get any info .I am a newbie for clutter using MX. Regards, RK.
Re: [clutter] Help for MX using clutter
Rakesh, To run mx tests I can give you steps what all I have done After git clone mx. r...@ubuntu:/media/moblin/# cd mx r...@ubuntu:/media/moblin/mx/# ./autogen.sh --without-dbus --without-clutter-gesture --without-startup-notification r...@ubuntu:/media/moblin/mx/# make r...@ubuntu:/media/moblin/mx/# ./tests/test-mx I hope above setup gives you an example how to build mx. Rest you can always mail back if you face any issues. For mx API documentation look http://moblin.org/sites/all/files/moblin2.1api/html/mx4/index.html On Wed, Apr 21, 2010 at 9:08 AM, Rakesh Kumar rakesh.ku...@kpitcummins.comwrote: Thanks for your quick reply. I am very new to clutter can you Elaborate more on that. I wanted to run all the sample in the Test folder of MX. -- *From:* Ashish Kumar [mailto:ashish8...@gmail.com] *Sent:* Wednesday, April 21, 2010 6:34 PM *To:* Rakesh Kumar *Cc:* clutter@o-hand.com *Subject:* Re: [clutter] Help for MX using clutter Hi Rakesh, I have compiled mx using clutter. After git clone git://git.moblin.org/mx do ./autogen ( May be u have to also build clutter-gesture, clutter-imcontext, startup-notification, dbus-glib) Or you may give --without-clutter-gesture option etc etc Regards, Ashish On Wed, Apr 21, 2010 at 6:17 PM, Rakesh Kumar rakesh.ku...@kpitcummins.com wrote: Hi List, I have just downloaded current version of MX GUI tool KIT and I don’t know How to compile it on linux. Please help me on this issue. I have searched in clutter Archive mail but I didn’t get any info .I am a newbie for clutter using MX. Regards, RK.
Re: [clutter] Using cogl without clutter
Oscar, On Wed, 2010-04-07 at 16:56 +0200, Oscar Lazzarino wrote: On Wed, Apr 7, 2010 at 4:43 PM, Neil Roberts n...@linux.intel.com wrote: You can't call the cogl_pango_* functions using a layout created with a regular pango context - instead it has to be a context created with the special Cogl font map. The cogl_pango functions in cogl-pango.h are meant to be public so it is safe to use them. The lack of documentation is an oversight not an attempt to hide them. The usual way to paint custom text in an actor is to call clutter_actor_create_pango_layout() and then render it with cogl_pango_render_layout(). This will take advantage of the CoglPango glyph cache and render the text from textures so it should be relatively efficient. Hope that helps - Neil I did as you said, and it works :) Actually, just out of curiosity, I also tried to create the Pango context like this PangoFontMap *lPangoFontMap = cogl_pango_font_map_new(); PangoContext *lPangoCtx = pango_font_map_create_context(lPangoFontMap); and it also works. Yes, it works. Your case is about interacting with Pango. Cogl is a wrapper of GL and GLES calls, if you try with GL or GLES specific call, you need a call to clutter_init to initialize the display. Thanks to everyone who answered :) O. Regards, -Hieu -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] x86-64 issue
Emilio, On Fri, 2010-04-16 at 22:42 -0300, Emilio Fernandes wrote: Hi all, I'm new on clutter and now i'm trying to create a interface based on Clutter and Mx, but i'm having a issue when trying to compile Clutter-1.2.4 on my Ubuntu AMD64bits. CCLD libclutter-glx-1.0.la /usr/bin/ld: i386 architecture of input file `.libs/clutter-profile.o' is incompatible with i386:x86-64 output can someone help me? Try make clean and rm the all .o files and make again thx! -- Emilio Seidel Fernandes Tec. Desenvolvimento de Sistemas Distribuídos - UTFPR Curitiba Regards, -Hieu -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] [cogl] Texture slices: what is the waste?
Hi Alberto, Excerpts from Alberto Mardegan's message of Fri Apr 16 20:11:03 +0100 2010: Hi all, I'm implementing some optimizations to some cogl texture functions, since they seem to have a considerable impact on my application performance, and I've started with _cogl_texture_upload_to_gl() (GLES backend). I added some debugging statements in there, and it seems that the texture is never sliced in my case. So, I've implemented the optimization suggested by the FIXME comment, that is avoid copying the bitmap to a temporary one. Things seem to work fine, and definitely faster. Excellent, thanks for taking a look at this. Before submitting this patch for review, though, I'd like to understand whether the code blocks introduced by the if ({x,y}_span-waste 0) condition are also relevant in the single slice case, or if they can be omitted. I left them out and I'm not noticing any problems. In short; yes a sliced texture with only one slice can have waste... First this is a multi slice example with waste: |Slice 0 | Slice 1 | Slice 2 | | power of two size |-- POT size --|-- POT size --| | User's texture size -|- waste | |-|-| |o||o|xx| |o||o|xx| |o||o|xx| |o||o|xx| |o||o|xx| - o = user data; x = waste data A slice is an individual OpenGL texture object. But a single slice example could look like this: | power of two size | |-- Usr tex size --|-- waste -| |-| ||| ||| ||| ||| ||| --- The waste is basically used to pad the difference between the power of two texture sizes and the size of the user's texture data. When the difference would be too large that's when the user's texture data gets spread between multiple GL textures (slices). It's the max_waste threshold that determines when we do this. So for example if you try and load a 190 pixel wide texture then we first determine that the nearest power of two size to fit that would be 256 and you'd have a waste of 66 pixels wide on the right. If that's larger than the current max_waste threshold then instead of loading the users texture into a 256 wide texture we'd consider loading it into a 128 pixel texture + a 64 pixel texture. This leaves 2 pixels of waste on the right of the 64 pixel slice which we'd expect to pass the max_waste threshold. If the max_waste threshold were greater than 66 though we would simply load the users texture 190 pixel texture into one 256 pixel wide slice with 66 pixels of waste. Note: the above examples only depict waste along the x axis with the waste on the right, but it's also possible to have waste on the y axis at the bottom. Note: platforms fully supporting npot textures don't ever need to slice unless you upload textures larger than the GPU texture size limits and even then they never have waste. It might be worth investigating if your GLES platform supports this extension: http://www.khronos.org/registry/gles/extensions/OES/OES_texture_npot.txt If so it might be worth patching the GLES backend to check for this and when it's available OR in the COGL_FEATURE_TEXTURE_NPOT flag. (you could do this in _cogl_features_init in driver/gles/cogl.c) I hope that helps, kind regards, - Robert Ciao, Alberto -- Robert Bragg, Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] clutter_actor_get_size return wrong size
On Tue, 2010-04-13 at 15:14 +0400, Sergey K wrote: My code: stage = clutter_stage_get_default(); clutter_stage_set_color (CLUTTER_STAGE (stage), stage_color); clutter_stage_set_fullscreen (CLUTTER_STAGE(stage),TRUE); gfloat width, height; clutter_actor_get_size(stage, width, height); What wrong with this? Some time ago it worked. set_fullscreen() is an inherently asynchronous operation on x11; this makes querying the size immediately after calling set_fullscreen(TRUE) not possible - you have to wait the main loop to spin and the stage window to receive an event back from the windowing system. the fact that it worked before it was most likely the result of a bug in our previous implementation, which also resulted in the Stage not getting the correct size all the time. yes, it's an implementation detail that leaked through; yes, it should be documented. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] append_knots() is missing from 'clutter.BehaviourPath' object
On Mon, 12 Apr 2010 00:23:41 +0200, Rune Svendsen runesv...@gmail.com wrote: I don't have much Python experience, and no clutter experience, but I simply don't understand why all the documents I read on clutter.BehaviourPath states it has several knot-functions (append_knots() etc.). But when I get to the second line in the following bit of the code: behavior = clutter.BehaviourPath(alpha) behavior.append_knots(actor.get_position()) the following error is printed to the terminal: AttributeError: 'clutter.BehaviourPath' object has no attribute 'append_knots' The 'append_knots' function was in 0.8 but it was taken away in 1.0. ClutterBehaviourPath was mostly re-designed for 1.0 so that it combined ClutterBehaviourBspline as well. ClutterBehaviourPath now animates an actor along a separate object called a ClutterPath. Any methods for modifying the path are now part of ClutterPath. I think the equivalent of something like this line: behavior.append_knots(point) would be behavior.path.add_line_to(point.x, point.y) - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Run clutter application on two display screens
On 04/08/2010 12:43 AM, Ashish Kumar wrote: Hi All, I want to develop and run an application in which output is displayed on two LCD screens/monitors. Lets say opening of two images on two different LCD sreens/monitors. Is clutter ok for such an application? That depends. What OS and clutter backend are you using? If Linux/UNIX and either glx or eglx, are you using X11? If yes, then this should work, assuming you're running a video driver that supports Xinerama (or Xrandr 1.2) and can present the two monitors as a single large X screen, and will allow 3D accel on both monitors (usually it'd be all or nothing in single X screen mode). -brian -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Using cogl without clutter
On Tue, Apr 6, 2010 at 6:07 PM, Robert Bragg b...@o-hand.com wrote: The long term goal is for Cogl to become a standalone 3D graphics API and we are incrementally working towards this goal. Cogl will also have a window system abstraction (only as far as framebuffer management is concerned, I don't mean anything relating input events etc) that could make it possible to integrate tightly with GTK in one way or another. Integrating with a GL context not owned by Cogl adds additional complexity but theoretically it would be possible to create a Cogl winsys that allowed this. Sorry that doesn't really help you, but you might be interested to know it may be possible one day. OK, let's try lowering the bar ;-) Would it be possible to use cogl_pango outside of the clutter_text actor (i.e. in a custom actor)? The cogl_pango functions are treated as private functions and not documented, as far as I can see, and the simple approach CoglColor *lWhite = cogl_color_new(); cogl_color_set_from_4f(lWhite, 1.0, 1.0, 1.0, 1.0); cogl_set_source_color(lWhite); PangoContext *lPangoCtx = pango_context_new(); PangoFontDescription *lPangoFontDescr = pango_font_description_new(); pango_font_description_set_family(lPangoFontDescr, Sans); pango_font_description_set_size(lPangoFontDescr, 10 * PANGO_SCALE); PangoLayout *lPangoLayout = pango_layout_new(lPangoCtx); pango_layout_set_font_description(lPangoLayout, lPangoFontDescr); pango_layout_set_text(lPangoLayout, Sopra la panca la capra campa, strlen(Sopra la panca la capra campa)); cogl_pango_render_layout(lPangoLayout, mWidth/2, mHeight/2, lWhite, 0); cogl_path_ellipse(mWidth/2.0, mHeight/2.0, mWidth/4.0, mHeight/4.0); cogl_path_stroke(); cogl_color_free(lWhite); shows me the ellipse, but not the text. I get the message (testCOGL:13610): CoglPango-CRITICAL **: cogl_pango_get_renderer_from_context: assertion `COGL_PANGO_IS_FONT_MAP (font_map)' failed Any hints? Thanks O. -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Using cogl without clutter
On Wed, 2010-04-07 at 16:16 +0200, Oscar Lazzarino wrote: OK, let's try lowering the bar ;-) Would it be possible to use cogl_pango outside of the clutter_text actor (i.e. in a custom actor)? yes. The cogl_pango functions are treated as private functions and not documented, as far as I can see, and the simple approach the fact that are undocumented has nothing to do with whether they are private or not. :-) private functions in clutter or cogl are prefixed by an underscore. CoglColor *lWhite = cogl_color_new(); cogl_color_set_from_4f(lWhite, 1.0, 1.0, 1.0, 1.0); don't allocate a new CoglColor - use it on the stack: CoglColor white; cogl_color_set_from_4f (white, 1.0, 1.0, 1.0, 1.0); cogl_set_source_color(lWhite); PangoContext *lPangoCtx = pango_context_new(); use: layout = clutter_actor_create_pango_layout (actor, some text); instead of creating the layout and context yourself. pango_font_description_set_family(lPangoFontDescr, Sans); pango_font_description_set_size(lPangoFontDescr, 10 * PANGO_SCALE); pango_layout_set_font_description(lPangoLayout, lPangoFontDescr); cogl_pango_render_layout(lPangoLayout, mWidth/2, mHeight/2, lWhite, 0); this should work. shows me the ellipse, but not the text. I get the message (testCOGL:13610): CoglPango-CRITICAL **: cogl_pango_get_renderer_from_context: assertion `COGL_PANGO_IS_FONT_MAP (font_map)' failed Any hints? yes: you should not use generic PangoCairo context and layouts, and use the ones that Clutter creates for you. :-) ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Using cogl without clutter
On Wed, Apr 7, 2010 at 4:43 PM, Neil Roberts n...@linux.intel.com wrote: You can't call the cogl_pango_* functions using a layout created with a regular pango context - instead it has to be a context created with the special Cogl font map. The cogl_pango functions in cogl-pango.h are meant to be public so it is safe to use them. The lack of documentation is an oversight not an attempt to hide them. The usual way to paint custom text in an actor is to call clutter_actor_create_pango_layout() and then render it with cogl_pango_render_layout(). This will take advantage of the CoglPango glyph cache and render the text from textures so it should be relatively efficient. Hope that helps - Neil I did as you said, and it works :) Actually, just out of curiosity, I also tried to create the Pango context like this PangoFontMap *lPangoFontMap = cogl_pango_font_map_new(); PangoContext *lPangoCtx = pango_font_map_create_context(lPangoFontMap); and it also works. Thanks to everyone who answered :) O. -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Exact screen frequency
Hi Emmanuele, I already experimented with the repaint function. but the timestamps I get have some variance. So the only way I see to get a more or less accurate timing is to use an average time value over some hundred frames. By the way, I am just playing around with some FBO and shader routines. Since you don't suggest to mix Cogl with direct calls to GL, but I would like to have the possibility to have an FBO with multiple color targets I would like to know if you have any plans to extend the cogl offscreen API to use glDrawBuffers? E.g. sth like cogl_offscreen_add_texture(CoglHandle buffer, CoglHandle texture, guint layer); to be able to use glFragData[] in a fragment shader instead of glFragColor? bye, Roland On 05.04.2010, at 15:11, Emmanuele Bassi wrote: On Sun, 2010-04-04 at 09:50 +0200, Roland Peffer wrote: Is there an elegant way to get the exact screen frequency ( in microseconds or even more accurate ) within the clutter/cogl toolkit? no. in part because there is nothing elegant, in part because the vblank synch is part of how Clutter works. if we have the right extension, on GLX we default to getting an asynchronous notification of a buffer swap; lacking that, we check if glXSwapBuffers() will block and use that delay to time our animations and scene redraws. lacking that, we fall back to a hard timer which may or may not be the same rate of the vblank. if you want to tap into the redraw rate you can install a repaint function using clutter_threads_add_repaint_func(); the function is guaranteed to be called each time Clutter redraws the Stages. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Clutter Basics Question
On Mon, 5 Apr 2010, Rakesh Kumar wrote: d) I wanted to load binary shader using OpenGL ES 2.0. So does it supports binary shaders?. Cogl doesn't currently binary shaders. e) I wanted to load 3d objects and provide data to cogl_vertex_ buffer_draw().So can we some how connect this 3D object with actor?. Once you have the data in a CoglVertexBuffer you can render it as part of an actor by implementing the paint signal. This is exactly what the ClutterPLY library does. - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
RE: [clutter] Some 3D sample Using Cogl
Thanks Neil for your quick reply. I will go through this link. RK. -Original Message- From: Neil Roberts [mailto:n...@linux.intel.com] Sent: Tuesday, April 06, 2010 3:13 PM To: Rakesh Kumar; clutter@o-hand.com Subject: Re: [clutter] Some 3D sample Using Cogl On Tue, 6 Apr 2010, Rakesh Kumar wrote: I am trying to draw some 3D object(Like Sphere), but I Am not getting any sample. Please provide Some sample or link. Thanks for any help. Cogl doesn't currently have any primitives to help draw a sphere so the only way to do it is to generate the vertices yourself and use the CoglVertexBuffer API. There is an example actor which can do that here: http://ho.io/b3wt - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Using cogl without clutter
On Tue, 2010-04-06 at 11:59 +0200, Oscar Lazzarino wrote: would it be possibile to use cogl without clutter, on a gl context created with gtkglext? no. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
RE: [clutter] Clutter Basics Question
Hi Emmanuele, Is any 2D UI tool is there using clutter. I am trying to figure out capability of Clutter for UI tools. Thanks for your reply. Regards, RK. On Mon, 2010-04-05 at 12:30 +0530, Rakesh Kumar wrote: a) Is clutter can load collada file format no, it can't. or we can use collada dom parser inside clutter and pass data to Clutter API. this is probably the safest approach; we have an external library loading a scene from PLY, I guess you can look at how it's implemented to write a Collada loader: http://git.clutter-project.org/cgit.cgi?url=toys/tree/clutter-ply b) Is Clutter has a built in API for Basic primitive like Cylinder , Cone ,Sphere no. Clutter's primitives set are 2D, not 3D. c) Is any 3D HMI tool is available using Clutter HMI? you mean a 3D design tool? no. d) Clutter support is there or not for binary format binary format of what? you mean compressed textures? no, though it's planned for 1.4. e) Can be load 3d modeling data(like collada or .3ds) as a actor so we can easily identify mouse click on actor. again, Clutter can use a simple external library to load PLY files; nothing prevents you from writing a Collada or 3D Studio Max loader. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Using cogl without clutter
Excerpts from Oscar Lazzarino's message of Tue Apr 06 10:59:11 +0100 2010: Hi, would it be possibile to use cogl without clutter, on a gl context created with gtkglext? If so, a small example or some hints would be very useful. Hi, The long term goal is for Cogl to become a standalone 3D graphics API and we are incrementally working towards this goal. Cogl will also have a window system abstraction (only as far as framebuffer management is concerned, I don't mean anything relating input events etc) that could make it possible to integrate tightly with GTK in one way or another. Integrating with a GL context not owned by Cogl adds additional complexity but theoretically it would be possible to create a Cogl winsys that allowed this. Sorry that doesn't really help you, but you might be interested to know it may be possible one day. kind regards, - Robert Thanks O. -- Robert Bragg, Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Error in opening pdf file using pdfviewer
On Wed, 2010-03-31 at 15:39 +0100, Ashish Kumar wrote: Hi, Hi, I compiled moblin-sdk-example/apps/pdfviewer from git clone git://git.moblin.org/moblin-sdk-examples Compilation is successful but when I run pdfviewer with a pdf file as input. I get an error. Please find log and let me know what be the issue. ** (pdfviewer:32264): DEBUG: PDF URI was ./Interrupt.pdf ** ERROR **: Error opening PDF: The URI './Interrupt.pdf' is not an absolute URI using the file scheme The error messages even tell you what is wrong: you need to give an URI[1] to the file you want to load. file:///absolute/path/to/Interrupt.pdf HTH, -- Damien [1] http://en.wikipedia.org/wiki/Uniform_Resource_Identifier -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Error in opening pdf file using pdfviewer
Hi Damien, Thanks a lot. Its Working :) Ashish On Wed, Mar 31, 2010 at 10:45 AM, Damien Lespiau damien.lesp...@intel.comwrote: On Wed, 2010-03-31 at 15:39 +0100, Ashish Kumar wrote: Hi, Hi, I compiled moblin-sdk-example/apps/pdfviewer from git clone git://git.moblin.org/moblin-sdk-examples Compilation is successful but when I run pdfviewer with a pdf file as input. I get an error. Please find log and let me know what be the issue. ** (pdfviewer:32264): DEBUG: PDF URI was ./Interrupt.pdf ** ERROR **: Error opening PDF: The URI './Interrupt.pdf' is not an absolute URI using the file scheme The error messages even tell you what is wrong: you need to give an URI[1] to the file you want to load. file:///absolute/path/to/Interrupt.pdf HTH, -- Damien [1] http://en.wikipedia.org/wiki/Uniform_Resource_Identifier
Re: [clutter] clutter 1.2.4 on OSX 10.6.2 apparent COGL traceback
On Mon, 2010-03-29 at 13:12 -0400, Reid van Melle wrote: I've used Clutter a fair bit in the past on OSX, but have been away for a while (last time I used it was a 1.0 build). Just downloaded and installed it on my 10.6.2 machine, and all of the interactive tests get this traceback. the OSX backend is currently unmaintained; it has not been ported to the lazy initialization path and it doesn't support multiple stages. it also has issues in the main loop integration, and should use the same source used in the native OSX backend in GDK. if some Mac developer wants to hack on it we gladly accept patches. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Page flipping Question
Hi, On Fri, 26 Mar 2010 03:23:37 -0700, Rakesh Kumar wrote: I wanted to implement page flipping for my actor in clutter. The way it has been implemented in IPhone. Can it is possible. Please provide me some link if its there. I'm not sure exactly what the page flipping animation is like but have you looked at using Mx? It's a widget library on top of Clutter and it has a class called MxTextureDeform which can be used to morph textures in those kinds of ways. Chris has a nice video demonstrating it here: http://chrislord.net/blog/Software/mx-deform-texture.enlighten The mx source is available here: http://git.moblin.org/cgit.cgi/mx/snapshot/mx-0.9.0.tar.bz2 - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
RE: [clutter] Page flipping Question
Hi Neil, Thanks for your quick reply .I have seen this video I have to do some thing like this. I will go through this link . RK -Original Message- From: Neil Roberts [mailto:n...@linux.intel.com] Sent: Friday, March 26, 2010 4:22 PM To: Rakesh Kumar; clutter@o-hand.com Subject: Re: [clutter] Page flipping Question Hi, On Fri, 26 Mar 2010 03:23:37 -0700, Rakesh Kumar wrote: I wanted to implement page flipping for my actor in clutter. The way it has been implemented in IPhone. Can it is possible. Please provide me some link if its there. I'm not sure exactly what the page flipping animation is like but have you looked at using Mx? It's a widget library on top of Clutter and it has a class called MxTextureDeform which can be used to morph textures in those kinds of ways. Chris has a nice video demonstrating it here: http://chrislord.net/blog/Software/mx-deform-texture.enlighten The mx source is available here: http://git.moblin.org/cgit.cgi/mx/snapshot/mx-0.9.0.tar.bz2 - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Profiling with UProf
On Thu, 25 Mar 2010 10:48:25 +, Stephen Kennedy wrote: Hi, I notice that you added profiling support to Clutter a while back, using a library called UProf. I would quite like to profile my Clutter-based app, but can not find any trace of the UProf library on the internet. Is it freely obtainable? UProf is available here: http://git.moblin.org/cgit.cgi/uprof/ We should probably mention that in some docs somewhere :) - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Profiling with UProf
On Thu, 2010-03-25 at 10:56 +, Neil Roberts wrote: On Thu, 25 Mar 2010 10:48:25 +, Stephen Kennedy wrote: Hi, I notice that you added profiling support to Clutter a while back, using a library called UProf. I would quite like to profile my Clutter-based app, but can not find any trace of the UProf library on the internet. Is it freely obtainable? UProf is available here: http://git.moblin.org/cgit.cgi/uprof/ We should probably mention that in some docs somewhere :) you mean something like: If you want support for profiling Clutter you will also need: • UProf = 0.2 UProf is available from: git://git.moblin.org/uprof.git currently in the README? ;-) ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Confusing child actors behavior
Hi (sorry if I've sent this twice, I'm having a bit of trouble with my mail client) On Tue, 23 Mar 2010 14:00:50 -0500, Uday Verma uday.ka...@gmail.com wrote: I am trying to animate a sub-actor inside a ClutterActor but I can't seem to be able to do so. I have an actor A which contains several Bs, A is not a container but a regular actor. I have a add method which adds B to A, and in the process does B.set_parent (A). 1. When I do so, right after the parenting operation I set the position and dimensions of B. The position and dimension requests are not being regarded and according to --clutter-flags=paint, the allocation of actor B is {0,0,0,0}. I wonder why that is when I am explicitly setting the size and position. The only way I could get the actor B to appear was by explicitly setting the allocation of actor B to the desired location. Setting the size of an actor just replaces the preferred and minimum sizes that would be returned by get_preferred_with/height. The actor still needs to be allocated to get an actual size. Any actor that has children must implement the allocate method to call allocate on its children. Your allocate method should be something like this (note I don't know Vala so I'm just guessing): public override void allocate (Clutter.Actor actor, Clutter.ActorBox box, Clutter.AllocationFlags flags) { /* Chain up so we still get an allocation (I don't know Vala's syntax for this so I'll use C++) */ actor.ClutterActor::allocate (actor, box, flags); /* Allocate all of the children at their natural size and position */ foreach (var a in children.values) a.allocate_preferred_size (); } You also need to implement paint, pick, map and unmap in a similar way. You can get away without pick if the children don't need to handle events and it will work without map and unmap if you always add actors after the container is mapped (but it's cleaner just to implement them). - Neil -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Clutter stage transparency
You also have to set the :use-alpha property http://www.clutter-project.org/docs/clutter/stable/ClutterStage.html#ClutterStage--use-alpha so long :wq buz On Wed, Mar 24, 2010 at 02:25:30PM -0700, Sean V. Kelley wrote: With Clutter 1.2.x and if you're running with a compositor engine on X11, then I should be able to set the opacity using clutter_actor_set_opacity() on the stage, just like you can on every other actor. However, are there limitations such as the video card or the particular compositor being used? Sean -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com -- Multitasking = screwing up several things at once. GnuPG Fingerprint: 2FFF FC48 C7DF 1EA0 00A0 FD53 8C35 FD2E 6908 7B82 signature.asc Description: Digital signature
Re: [clutter] Clutter stage transparency
On Wed, 2010-03-24 at 22:59 +0100, Bastian Winkler wrote: You also have to set the :use-alpha property http://www.clutter-project.org/docs/clutter/stable/ClutterStage.html#ClutterStage--use-alpha and call: clutter_x11_set_use_argb_visuals (TRUE); before calling clutter_init(), since: • it is an opt-in feature • it is a platform-specific feature ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] [pyclutter] shader
Hi, the usage of shaders in pyclutter is pretty much the same as in C: shader = clutter.Shader() shader.set_fragment_source(SHADER_SOURCE) shader.compile() actor.set_shader(shader) Maybe I should add an example to the pyclutter examples. (hint: file a bug for it in bugzilla ;)) so long :wq buz On Sat, Mar 20, 2010 at 11:04:34AM +0100, Eric Colleu wrote: Hi All, usually, google is my friend, ;) but here I'm blocked. Does somebody know where I can find some example, tutorial, or source code on shader usage with pyclutter? thanks for your help. Eric -- /(bb|[^b]{2})/ GnuPG Fingerprint: 2FFF FC48 C7DF 1EA0 00A0 FD53 8C35 FD2E 6908 7B82 signature.asc Description: Digital signature
Re: [clutter] How to build clutter on ARM board OMAP 3530
On Wed, Mar 17, 2010 at 7:03 PM, Rakesh Kumar rakesh.ku...@kpitcummins.com wrote: Hi List, i am using clutter for arm, but i can’t get the pangocairo lib. While configuring cairo for cross compiling I am getting this error configure: error: C compiler cannot create executables Any link will be very helpful. Use Open-Embedded + Ångström: http://wiki.openembedded.net/index.php/Main_Page http://www.angstrom-distribution.org/building-angstrom regards, Amit Pundir Regards, RK -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] How to build clutter on ARM board OMAP 3530
Hi List, i am using clutter for arm, but i can’t get the pangocairo lib. While configuring cairo for cross compiling I am getting this error configure: error: C compiler cannot create executables HI Rakesh, This can be automake/autoconf version or toolchain problem. Regards, YOgesh G.
RE: [clutter] How to build clutter on ARM board OMAP 3530
Thanks Amit and Yogesh for your quick Reply. I will check it out according to Your given link. -Original Message- From: Amit Pundir [mailto:pundira...@gmail.com] Sent: Thursday, March 18, 2010 11:35 AM To: Rakesh Kumar Cc: clutter@o-hand.com Subject: Re: [clutter] How to build clutter on ARM board OMAP 3530 On Wed, Mar 17, 2010 at 7:03 PM, Rakesh Kumar rakesh.ku...@kpitcummins.com wrote: Hi List, i am using clutter for arm, but i can't get the pangocairo lib. While configuring cairo for cross compiling I am getting this error configure: error: C compiler cannot create executables Any link will be very helpful. Use Open-Embedded + Ångström: http://wiki.openembedded.net/index.php/Main_Page http://www.angstrom-distribution.org/building-angstrom regards, Amit Pundir Regards, RK -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] How to build clutter on ARM board OMAP 3530
Hi, On Wed, 2010-03-17 at 19:03 +0530, Rakesh Kumar wrote: Hi List, i am using clutter for arm, but i can’t get the pangocairo lib. While configuring cairo for cross compiling I am getting this error configure: error: C compiler cannot create executables Can you paste the config.log, inside that file there would have useful information for debugging the errors. Any link will be very helpful. Regards, RK -Hieu -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Help building pyclutter
Run ./autogen.sh first... Brandon On Wed, 2010-03-17 at 16:53 +0530, Ankur Sinha wrote: On Sat, 2010-03-13 at 11:05 +0100, Bastian Winkler wrote: they all live on git.clutter-project.org: git://git.clutter-project.org/bindings/pyclutter git://git.clutter-project.org/bindings/pyclutter-gst git://git.clutter-project.org/bindings/pyclutter-gtk so long :wq buz Hey, i cloned the git repo for pyclutter. The README says run ./configure make make install however, there is no configure script in there. on running autoconf, i get the following errors: configure.ac:32: error: possibly undefined macro: AM_CONFIG_HEADER If this token and others are legitimate, please use m4_pattern_allow. See the Autoconf documentation. configure.ac:34: error: possibly undefined macro: AM_INIT_AUTOMAKE configure.ac:42: error: possibly undefined macro: AC_DISABLE_STATIC configure.ac:43: error: possibly undefined macro: AC_LIBTOOL_WIN32_DLL configure.ac:44: error: possibly undefined macro: AC_PROG_LIBTOOL configure.ac:47: error: possibly undefined macro: AM_PATH_PYTHON configure.ac:47: error: possibly undefined macro: AC_MSG_ERROR configure.ac:49: error: possibly undefined macro: AM_CHECK_PYTHON_HEADERS configure.ac:118: error: possibly undefined macro: AM_CONDITIONAL How do I correct these? Am I doing it wrong? Thanks :) -- Brandon Edens bran...@as220.org http://www.brandonedens.org key 0x42248B92 signature.asc Description: This is a digitally signed message part
Re: [clutter] Multiple gtk+ programs rendering into the same Clutter/OpenGL world?
Andy Tai a...@atai.org writes: Clutter can support gtk+ widgets on a Clutter surface. But is it possible to have multiple gtk+ programs rendering into the same Clutter/OpenGL 3d world, with each program's widgets and windows running independently as the way they can do so in a traditional X11 screen? It is what 'mutter' is doing, isn't it? -- Roger WANG -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] Help building pyclutter
On Sat, 2010-03-13 at 11:05 +0100, Bastian Winkler wrote: they all live on git.clutter-project.org: git://git.clutter-project.org/bindings/pyclutter git://git.clutter-project.org/bindings/pyclutter-gst git://git.clutter-project.org/bindings/pyclutter-gtk so long :wq buz Hey, i cloned the git repo for pyclutter. The README says run ./configure make make install however, there is no configure script in there. on running autoconf, i get the following errors: configure.ac:32: error: possibly undefined macro: AM_CONFIG_HEADER If this token and others are legitimate, please use m4_pattern_allow. See the Autoconf documentation. configure.ac:34: error: possibly undefined macro: AM_INIT_AUTOMAKE configure.ac:42: error: possibly undefined macro: AC_DISABLE_STATIC configure.ac:43: error: possibly undefined macro: AC_LIBTOOL_WIN32_DLL configure.ac:44: error: possibly undefined macro: AC_PROG_LIBTOOL configure.ac:47: error: possibly undefined macro: AM_PATH_PYTHON configure.ac:47: error: possibly undefined macro: AC_MSG_ERROR configure.ac:49: error: possibly undefined macro: AM_CHECK_PYTHON_HEADERS configure.ac:118: error: possibly undefined macro: AM_CONDITIONAL How do I correct these? Am I doing it wrong? Thanks :) -- regards, Ankur - FAS : ankursinha ; franciscod @ Freenode - gpg --keyserver pgp.mit.edu --recv-keys 5E9BF638 signature.asc Description: This is a digitally signed message part
Re: [clutter] Help building pyclutter
Hi, running ./configure is ok for a distribution package, for a git checkout you should instead run the 'autogen.sh' script, which should create the build environment for you. so long :wq buz On Wed, Mar 17, 2010 at 04:53:22PM +0530, Ankur Sinha wrote: On Sat, 2010-03-13 at 11:05 +0100, Bastian Winkler wrote: they all live on git.clutter-project.org: git://git.clutter-project.org/bindings/pyclutter git://git.clutter-project.org/bindings/pyclutter-gst git://git.clutter-project.org/bindings/pyclutter-gtk so long :wq buz Hey, i cloned the git repo for pyclutter. The README says run ./configure make make install however, there is no configure script in there. on running autoconf, i get the following errors: configure.ac:32: error: possibly undefined macro: AM_CONFIG_HEADER If this token and others are legitimate, please use m4_pattern_allow. See the Autoconf documentation. configure.ac:34: error: possibly undefined macro: AM_INIT_AUTOMAKE configure.ac:42: error: possibly undefined macro: AC_DISABLE_STATIC configure.ac:43: error: possibly undefined macro: AC_LIBTOOL_WIN32_DLL configure.ac:44: error: possibly undefined macro: AC_PROG_LIBTOOL configure.ac:47: error: possibly undefined macro: AM_PATH_PYTHON configure.ac:47: error: possibly undefined macro: AC_MSG_ERROR configure.ac:49: error: possibly undefined macro: AM_CHECK_PYTHON_HEADERS configure.ac:118: error: possibly undefined macro: AM_CONDITIONAL How do I correct these? Am I doing it wrong? Thanks :) -- regards, Ankur - FAS : ankursinha ; franciscod @ Freenode - gpg --keyserver pgp.mit.edu --recv-keys 5E9BF638 -- Programmer - A red-eyed, mumbling mammal capable of conversing with inanimate objects. GnuPG Fingerprint: 2FFF FC48 C7DF 1EA0 00A0 FD53 8C35 FD2E 6908 7B82 signature.asc Description: Digital signature
Re: [clutter] mx repository
Its because its being mirgrated over to the MeeGo repositories. It will be available again by the end of the month according to various announcements. If you want to make a start in the mean time there's recent releases of mx in at least Fedora 13 (and on its way to F-12) you can use there for app development. Peter On Tue, Mar 16, 2010 at 1:33 AM, Kenny Forest kenny.th...@gmail.com wrote: Yes, I'm facing the same problem, someone knows the reason why could not access it? Thanks in advance. Regards, Kenny On Mon, Mar 15, 2010 at 2:43 AM, Uday Verma uday.ka...@gmail.com wrote: Hello all, I am not sure if this is the appropriate place to ask this questions, but I cannot seem to find the repository for mx source-code. I've been looking for a higher level UI kit on top of Clutter. I was first looking at nbtk, but it seems its been deprecated and mx is what we should be using(?). I've tried here: http://git.moblin.org/cgit.cgi/mx/ But it just says No repositories found Thanks, Uday -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] mx repository
This is my opinion. Technically there is no need for another UI toolkit (Mx) where Qt is already existing. At best, in my opinion, a clutter widget will be squeezed into an all Qt environment. On Tue, Mar 16, 2010 at 12:21 PM, Peter Robinson pbrobin...@gmail.comwrote: 2010/3/16 Veli Ogla Sungutay velisungu...@gmail.com: I see the MeeGo merger as the end of Clutter and Mx era. This move has been a proof of that. Hopefully at least Clutter will stay around outside of MeeGo. Really? Where do you get that information from? On the Meego site and all the annoucements I've seen is that mx is going to be supported going forward as one of the options to develop with, along with QT and the others. Peter -- Veli Sungutay http://www.lyciasoft.com
Re: [clutter] mx repository
Thanks Emmanuele. I truly hope that Intel will continue investing in Clutter. I myself won't be using or developing for Meego. On Tue, Mar 16, 2010 at 12:54 PM, Emmanuele Bassi eba...@linux.intel.comwrote: On Tue, 2010-03-16 at 12:05 +0200, Veli Ogla Sungutay wrote: I see the MeeGo merger as the end of Clutter and Mx era. This move has been a proof of that. Hopefully at least Clutter will stay around outside of MeeGo. this is *completely* false. the Meego 1.0 netbook user experience currently is, and will still be based on Clutter and Mx. there has been some reshuffling for the repositories; this is beyond the control of us engineers, but I can assure you: • Mx is still developed and used • the repositories will be back for Meego 1.0 for netbooks ciao, Emmanuele. 2010/3/16 José Dapena Paz jdap...@igalia.com El mar, 16-03-2010 a las 08:20 +, Peter Robinson escribió: Its because its being mirgrated over to the MeeGo repositories. It will be available again by the end of the month according to various announcements. If you want to make a start in the mean time there's recent releases of mx in at least Fedora 13 (and on its way to F-12) you can use there for app development. For me it's really surprising, and, at least, a bad idea, to behave that way. Removing mx from the repositories for more than one month is, at least, damaging the project. Unless the real purpose is just letting mx die, I don't understand why mx isn't still available in moblin repositories, and move once meego repository is finally available. -- José Dapena Paz jdap...@igalia.com Igalia -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.comclutter%2bunsubscr...@o-hand.com -- Veli Sungutay http://www.lyciasoft.com -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.comclutter%2bunsubscr...@o-hand.com -- Veli Sungutay http://www.lyciasoft.com
Re: [clutter] clutter-gtk release for clutter 1.2.0
On Sat, 2010-03-13 at 09:56 +, Peter Robinson wrote: Hi All, Is there any plans to cut a clutter-gtk release that's compatible with the clutter 1.2 release? It seems the current 0.10.2 release is not. If it's for gnome-games, I worked around the problem by requiring an older clutter-gtk, which (seems to) work(s) just fine with the new clutter. See: http://cvs.fedoraproject.org/viewvc/rpms/gnome-games/devel/gnome-games-use-old-clutter-gtk.patch?revision=1.1view=markup Cheers -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] clutter-gtk release for clutter 1.2.0
On Sat, 2010-03-13 at 09:56 +, Peter Robinson wrote: Is there any plans to cut a clutter-gtk release that's compatible with the clutter 1.2 release? It seems the current 0.10.2 release is not. yes, I'm planning a clutter-gtk 0.10.4 release ASAP which will depend on Clutter 1.2; clutter-gtk 1.0 (which is the current master but with the API for embedding gtk+ widgets inside Clutter reviewed and cleaned up) will follow within the end of March. ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com
Re: [clutter] how to set image background?
On Fri, 2010-03-05 at 09:50 +0530, Kuldeep wrote: Is there any way to use background images for stage/containers/Box? instead of color. any reasons why you cannot just pack a ClutterTexture inside the container? ciao, Emmanuele. -- Emmanuele Bassi, Open Source Software Engineer Intel Open Source Technology Center -- To unsubscribe send a mail to clutter+unsubscr...@o-hand.com