Hi Alexander,

On Tue, Sep 14, 2010 at 4:31 PM, Alexander Sack <a...@linaro.org> wrote:

> On Tue, Sep 14, 2010 at 9:38 AM, Jammy Zhou <jammy.z...@linaro.org> wrote:
> >
> > Issues Fixed:
> > + Normalize clutter vetex positions to adapt to the vertex shader
> > + Use GL_TRIANGLE_FAN to implement original used GL_QUADS primitive,
> which
> > is not supported by gles2
> > + Comment out cogl_flush() call in some functions (such as
> > ctk_effect_blur_paint) to make sure following gles2 rendering can be
> shown
> > + Fix render to cached texture problems
>
> very nice.
>
> is the cogl_flash call comment something we want to keep or does that
> show an underlying issue we should try to fix?
>

[jammy] Because cogl_flush is implemented based on fixed pipeline, if we
want to really fix it, we may need to use cogl for gles2 support in clutk, I
think. So I just comment out them in some proper places for a workaround.


>
> >
> > Issues Left:
> > + run test-clutk, there is crash at "/Effect/Animation/Animation" test
> > suite. This issue has already been reported by Alexandros, see
> > https://bugs.launchpad.net/clutk/+bug/614415, and it should be an
> upstream
> > problem.
>
> neil replied in the other mail thread and has a patch for clutter that
> we should try. maybe see if that helps
>

[jammy] I have tried the patch from Neil, and it works, but now there is the
same issue for glBindFramebuffer as mentioned below at
"/Effect/Animation/Signals" test suite when run test-clutk.


>
> > + when run "test-clutk-perf 0 10 125 5 single animated blur 0.3.2 GMA950
> 2.1
> > 1 10", crash happens with following error message. The error happens when
> > call glBindFramebuffer (GL_FRAMEBUFFER, 0).
> > Clutk-WARNING **: [CheckGLError] GL_INVALID_OPERATION error in File
> > ./ctk-render-target.c at line: 581
>
> Is this a regression from our gles port? e.g. if you run the same
> command with desktop gl does it work?
>

[jammy] This is a regression from our gles port.

>
> > + the actor painting (i.e, "paint_func(actor);" in ctk_effect_blur_paint)
> > seems independent from other gles2 rendering, and it is not rendered into
> > cached texture for later display. This means that we cannot add special
> > effects to the actor.
>
> Do you think its a bug that it is independent from other rendering?
> what happens if we try to fix this?
>

[jammy] I think it is not a bug, but incompatibility between cogl rendering
and our gles2 rendering.


>
> --
>
>  - Alexander
>
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