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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