Re: [clutter] CEX100 EGL Backend Keyboard Input

2010-11-09 Thread Damien Lespiau
[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,

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Damien

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Re: [clutter] Freeing a clutter actor when animation completed

2010-09-15 Thread kiran
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

2010-07-29 Thread Alexandre Quessy
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!

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Re: [clutter] Considering Clutter for Toonloop

2010-07-28 Thread Emmanuele Bassi
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.

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Intel Open Source Technology Center

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Re: [clutter] Is there a ClutterReflectTexture to use in Clutter 1.0?

2010-07-16 Thread Emmanuele Bassi
[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


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Re: [clutter] Where is the doc for Clutter 0.8 ?

2010-07-13 Thread Emmanuele Bassi
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.

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Re: [clutter] Text Font issue with Clutter 1.0.10

2010-07-06 Thread varun shrivastava
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
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Re: [clutter] clutter_actor_animate: assertion `duration 0' failed

2010-06-23 Thread Neil Roberts

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
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Re: [clutter] clutter_actor_animate: assertion `duration 0' failed

2010-06-23 Thread Daniel Hughes
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

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Re: [clutter] clutter.pc buglet.

2010-06-23 Thread Emmanuele Bassi
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.

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Re: [clutter] Clutter without any windowing system

2010-06-21 Thread Sven Luther
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
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Re: [clutter] Perl bindings - Gtk and Gstreamer bindings no longer available?

2010-06-21 Thread Emmanuele Bassi
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
 

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Re: [clutter] Perl bindings - Gtk and Gstreamer bindings no longer available?

2010-06-19 Thread Chris Debenham
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

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Re: [clutter] patch: Fix build when using make dist

2010-06-16 Thread Emmanuele Bassi
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.

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Re: [clutter] patch: add a safety catch to the ClutterValue shotgun

2010-06-16 Thread Emmanuele Bassi
On Wed, 2010-06-16 at 16:22 +0100, Richard Hughes wrote:
 Please review. Thanks.

looks good. applied to master.

ciao,
 Emmanuele.

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RE: [clutter] Problem migrating from 1.0.10 to 1.2.8

2010-06-16 Thread Kevin Cote
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.



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Re: [clutter] Problem migrating from 1.0.10 to 1.2.8

2010-06-15 Thread Johan Bilien
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.
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Re: [clutter] How do i get screen properties with clutter?

2010-06-14 Thread Tomas Frydrych
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
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Re: [clutter] Clutter-gst problem

2010-06-14 Thread Damien Lespiau
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

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RE: [clutter] Problem migrating from 1.0.10 to 1.2.8

2010-06-14 Thread Kevin Cote
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





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Re: [clutter] How do i get screen properties with clutter?

2010-06-12 Thread Emmanuele Bassi
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.

-- 
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Intel Open Source Technology Center

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Re: [clutter] How do i get screen properties with clutter?

2010-06-12 Thread Ankur Sinha
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

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Re: [clutter] Problem migrating from 1.0.10 to 1.2.8

2010-06-08 Thread Emmanuele Bassi
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

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RE: [clutter] Problem migrating from 1.0.10 to 1.2.8

2010-06-08 Thread Kevin Cote

-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



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Re: [clutter] RFC: Are toggle references neede for CoglHandle ?

2010-06-08 Thread Thomas Wood
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
 

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Registered Office: Pipers Way, Swindon SN3 1RJ
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RE: [clutter] Problem migrating from 1.0.10 to 1.2.8

2010-06-08 Thread Kevin Cote
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



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Re: [clutter] Long-running clutter process with multiple consecutive stages

2010-06-07 Thread Emmanuele Bassi
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.

-- 
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Intel Open Source Technology Center

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Re: [clutter] Text Font issue with Clutter 1.0.10

2010-06-03 Thread Neil Roberts
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
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Re: [clutter] Text Font issue with Clutter 1.0.10

2010-06-03 Thread Nirmalya Barat
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
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Re: [clutter] Text Font issue with Clutter 1.0.10

2010-06-02 Thread Neil Roberts
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
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Re: [clutter] Text Font issue with Clutter 1.0.10

2010-06-02 Thread Nirmalya Barat
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

2010-06-01 Thread Nirmalya Barat
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

2010-05-31 Thread Yogesh Gole
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

2010-05-28 Thread Samuel Degrande

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...)


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RE: [clutter] How to mask two texture

2010-05-28 Thread Rakesh Kumar

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...)




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Re: [clutter] How to mask two texture

2010-05-28 Thread Samuel Degrande

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...)







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Re: [clutter] gnome-shell crashes using clutter git master repository

2010-05-27 Thread Piñeiro
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)
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Re: [clutter] gnome-shell crashes using clutter git master repository

2010-05-27 Thread Neil Roberts
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
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Re: [clutter] pyclutter embed gtk widgets inside clutter stage

2010-05-26 Thread edo
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

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-- 
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

2010-05-25 Thread Emmanuele Bassi
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.

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Intel Open Source Technology Center

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Re: [clutter] pyclutter embed gtk widgets inside clutter stage

2010-05-25 Thread Emmanuele Bassi
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.

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Intel Open Source Technology Center

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RE: [clutter] How to mask two texture

2010-05-21 Thread Rakesh Kumar
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
 
 



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Re: [clutter] How to mask two texture

2010-05-21 Thread Samuel Degrande

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...

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RE: [clutter] How to mask two texture

2010-05-20 Thread Rakesh Kumar
 
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


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Re: [clutter] How to mask two texture

2010-05-20 Thread Samuel Degrande

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




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Re: [clutter] Sprite Animations

2010-05-17 Thread Neil Roberts
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

2010-05-17 Thread Neil Roberts

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
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Re: [clutter] VA-API support to clutter-gst

2010-05-13 Thread Uday Verma
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.
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Re: [clutter] Clutter Mx user resize

2010-05-12 Thread Chris Lord
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


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Re: [clutter] ClutterScript: includes

2010-05-11 Thread Thomas Garner
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

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Re: [clutter] ClutterScript: includes

2010-05-09 Thread Emmanuele Bassi
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.

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Intel Open Source Technology Center

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Re: [clutter] Strategies for composing a stage with many small actors

2010-05-03 Thread Julien Pauty
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

2010-04-27 Thread donn

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

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Re: NPOT textures, difference between GL and GLES (was: Re: [clutter] [cogl] Texture slices: what is the waste?)

2010-04-27 Thread Robert Bragg
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

2010-04-26 Thread Neil Roberts
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
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Re: [clutter] switched colour channels

2010-04-22 Thread Brian J. Tarricone
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.
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Re: [clutter] Clutter gradient and text

2010-04-22 Thread Neil Roberts

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
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Re: [clutter] Clutter gradient and text

2010-04-22 Thread Sam Wilson
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

2010-04-21 Thread Ashish Kumar
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

2010-04-21 Thread Ashish Kumar
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

2010-04-20 Thread Hieu Le Trung
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

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Re: [clutter] x86-64 issue

2010-04-20 Thread Hieu Le Trung
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

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Re: [clutter] [cogl] Texture slices: what is the waste?

2010-04-20 Thread Robert Bragg
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
 
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Re: [clutter] clutter_actor_get_size return wrong size

2010-04-13 Thread Emmanuele Bassi
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.

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Re: [clutter] append_knots() is missing from 'clutter.BehaviourPath' object

2010-04-12 Thread Neil Roberts
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)

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Re: [clutter] Run clutter application on two display screens

2010-04-08 Thread Brian J. Tarricone
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
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Re: [clutter] Using cogl without clutter

2010-04-07 Thread Oscar Lazzarino
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

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Re: [clutter] Using cogl without clutter

2010-04-07 Thread Emmanuele Bassi
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.

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Re: [clutter] Using cogl without clutter

2010-04-07 Thread Oscar Lazzarino
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 :)

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Re: [clutter] Exact screen frequency

2010-04-06 Thread Roland Peffer
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.

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Re: [clutter] Clutter Basics Question

2010-04-06 Thread Neil Roberts
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.

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RE: [clutter] Some 3D sample Using Cogl

2010-04-06 Thread Rakesh Kumar


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


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Re: [clutter] Using cogl without clutter

2010-04-06 Thread Emmanuele Bassi
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.

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RE: [clutter] Clutter Basics Question

2010-04-06 Thread Rakesh Kumar

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.

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Re: [clutter] Using cogl without clutter

2010-04-06 Thread Robert Bragg
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.
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Re: [clutter] Error in opening pdf file using pdfviewer

2010-03-31 Thread Damien Lespiau
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

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Re: [clutter] Error in opening pdf file using pdfviewer

2010-03-31 Thread Ashish Kumar
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

2010-03-30 Thread Emmanuele Bassi
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.

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Re: [clutter] Page flipping Question

2010-03-26 Thread Neil Roberts
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
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RE: [clutter] Page flipping Question

2010-03-26 Thread Rakesh Kumar
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


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Re: [clutter] Profiling with UProf

2010-03-25 Thread Neil Roberts

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
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Re: [clutter] Profiling with UProf

2010-03-25 Thread Emmanuele Bassi
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.

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Re: [clutter] Confusing child actors behavior

2010-03-24 Thread Neil Roberts
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
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Re: [clutter] Clutter stage transparency

2010-03-24 Thread Bastian Winkler
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
 
 
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Re: [clutter] Clutter stage transparency

2010-03-24 Thread Emmanuele Bassi
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.

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Re: [clutter] [pyclutter] shader

2010-03-20 Thread Bastian Winkler
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

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Re: [clutter] How to build clutter on ARM board OMAP 3530

2010-03-18 Thread Amit Pundir
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






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Re: [clutter] How to build clutter on ARM board OMAP 3530

2010-03-18 Thread Yogesh Gole
  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

2010-03-18 Thread Rakesh Kumar

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








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Re: [clutter] How to build clutter on ARM board OMAP 3530

2010-03-18 Thread Hieu Le Trung
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


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Re: [clutter] Help building pyclutter

2010-03-18 Thread Brandon Edens
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 :)



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Re: [clutter] Multiple gtk+ programs rendering into the same Clutter/OpenGL world?

2010-03-18 Thread Roger WANG
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?

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Re: [clutter] Help building pyclutter

2010-03-17 Thread Ankur Sinha
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
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Re: [clutter] Help building pyclutter

2010-03-17 Thread Bastian Winkler
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
 



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Re: [clutter] mx repository

2010-03-16 Thread Peter Robinson
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

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Re: [clutter] mx repository

2010-03-16 Thread Veli Ogla Sungutay
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




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Re: [clutter] mx repository

2010-03-16 Thread Veli Ogla Sungutay
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.
 
  --
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  Igalia
 
 
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Re: [clutter] clutter-gtk release for clutter 1.2.0

2010-03-13 Thread Bastien Nocera
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

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Re: [clutter] clutter-gtk release for clutter 1.2.0

2010-03-13 Thread Emmanuele Bassi
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.

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Re: [clutter] how to set image background?

2010-03-05 Thread Emmanuele Bassi
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.

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