That's good to hear that. I'm glad you were able to achieve to  
include/integrate anyhow a rendering "space" for openGL renderings.
Although I need mouse interactions to be able to rotate my 3D openGL  
volumes, that is what I'm looking for.

If I'm able to do this all, I will send some Code for any future users.

On a same note: If anybody wants to start a project/module or related  
project to integrate External Renderer windows within Evas/GEvas  
canvas I'm up for it.

regards,

Flo.

On 6-Nov-07, at 6:49 PM, Jorge Luis Zapata Muga wrote:

> On Nov 4, 2007 2:21 AM, Flo <[EMAIL PROTECTED]> wrote:
>> Dear all:
>>
>> My name's florent and although I'm rather new to the EFLs world, and
>> thanks to some great examples over the internet (from Gustavo Sverzut
>> Barbieri and Raoul Hecky), I already managed to achieved nice results
>> using Evas.
>>
>> However, after investigating evas's (endless) possibility as a GUI
>> I'm hitting a wall while trying to do the following:
>>
>> I want to integrate an OpenGL render window within my Evas UI, this
>> Evas UI handling every callbacks (mouse and keyboard events) whether
>> from the evas canevas or the openGL render window.
>>
>> The example I tried to achieved, but failed so far, would be to
>> integrate a glxgears render window (from the famous linux glxgears
>> OpenGL render app) in a simple Evas canevas contaning a button that
>> would launch the openGL render window.
>>
>> I would appreciate any idea/code/direction on how to achieve this as,
>> from my internet digging, I did not find any example.
>>
>> thanks for your help.
>>
>> florent.
>>
>
> Hi,
> don't know if this might help you, but i did something similar with
> the fb engine (if i understood correctly):
> i make the engine "export" the private engine data (i.e the fb
> pointer) to my evas application, then i do an obscure rectangle in the
> part of the fb that i will access so evas wont draw there (the mouse
> and everyhting wont be drawn too) and use my own gfx routines to draw
> there (the obscure / redraw code in evas isnt perfect, some small
> parts of the obscure rectangle are redrawn, but its ok). With this you
> can use opengl functions on that area and still use evas' ones on the
> other part of the window.
>
> This is a good reason to change how evas behaves with engines, some
> engines allocate the data by themselves and you can't access it from
> outside and to others you provide them with the required engine data.
>
> regards
>
>>
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