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