Hi Alexander,
On Tue, Sep 14, 2010 at 4:31 PM, Alexander Sack asac@linaro.org wrote:
On Tue, Sep 14, 2010 at 9:38 AM, Jammy Zhou jammy.zhou@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