> Clutter.CloneTexture doesn't exist in Clutter, and unless it's something
> from Clutter < 1.0, I don't think it ever existed. This must be
> something specific to the binding you're using.
>
> If you want to avoid loading the texture more than once, you can do that
> by using Cogl at first to create a Cogl texture, then create a bunch of
> empty ClutterTexture and set the Cogl texture on each of the
> ClutterTexture. This way the Cogl texture is shared amongst the actors
> you've created.
>
> Hope that answers your question.
>
> --
> Lionel

Hi Lionel,

Thanks for your reply, this seems like a good way to go. However I'm
using the gobject introspection bindings for clutter/cogl/etc, and on
examining the Cogl-1.0.gir file I notice that
`Cogl.Texture.new_from_file` is not introspectable, i.e. I don't seem
to be able to create a texture from a file.

What about loading the texture once in a Clutter.Texture & then making
a whole bunch of Clutter.Clones of that? Would that work in the same
way? (I saw some documentation for Clutter.TextureClone in the <1.0
interfaces and a bunch of examples too, but I assumed it had been
depreciated since I couldn't find it in the 1.10 documentation. I
assume its replacement is Clutter.Clone).
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