I have found a temporary solution below for this issue. But I am not sure if
there will be any side effects.
- do not call cogl_flush() after paint_func(actor) in ctk_effect_xxx_paint()
functions
- do not call ctk_effect_set_invalidate_effect_cache() after render to
cached texture in ctk_effect_xxx
Hi Alexander,
Yes, I also noticed this in the clutter reference manual. But no matter
cogl_flush() is called or not, the results are the same. I think the frame
buffer related operations in clutter_actor_paint affect this. I'm not so
familiar with clutter, so I posted this topic here. :)
Regards,
Hi Jammy,
On Fri, Sep 17, 2010 at 5:23 AM, Jammy Zhou wrote:
> With the sequence above, the actor cannot be displayed on screen. But if I
> replace clutter_actor_paint with raw gles2 rendering to paint a simple
> triangle, the triangle can be shown correctly. So I guess
> clutter_actor_paint didn
Hi,
I am porting clutter toolkit (clutk) to gles2. I found some problem between
clutter/cogl rendering and raw gles2 rendering as mentioned below. It's
appreciated that you can give some suggestions.
In part of ctk_effect_blur_paint() function, we do as following
- create fbo with texture and dep