this time with a bit more style
Here are the recent results of my messing around with pigment and its Python-bindings…
![]() (click to play back, ogg/theora, ~1.0 MBytes) |
![]() (click to play back, ogg/theora, ~0.5 MBytes) |
In the two screencasts I’m using the old/current version of pigment. There is currently a rewrite of pigment happening, which will allow to create more effects and do things in easier ways. Furthermore I started a new page on pigment’s wiki, where I listed new features I would like to see in future versions of pigment. On some of those I will work myself, others are already started (by the pigment’s developers at Fluendo), but will only be integrated after the rewrite is done.
But what about clutter a well-informed reader may ask. All recent stable and unstable versions I checked out from clutter’s svn run at 2 spf or worse (that the opposite of fps… seconds per frame) This is no joke, but sadly the truth. Most of the time I have the impression they don’t update more than once. I tried all supplied examples. All other OpenGL-based code on my i915 laptop runs just fine. This Vaio is the only machine I currently have access to. Since I have no idea what’s wrong and causing this behaviour, I did not file a bug yet against clutter. I don’t want to just write “It’s slow.” without at least providing hints what might be the cause of this. This really annoys me as I would really like to digg deeper into clutter. pigment and clutter are currently some very interesting projects in the OpenSource field, and I always like to stay fresh and sharp with these kind of things.
EDIT: Thanks to the hints (in the comments) from Matthew “mallum” Allum, who turns out to be the boss of Opened Hand, I can now also properly use clutter. So the weekdays belong to pigment and the weekends to clutter. I will now be able to get a solid idea of both projects.
That’s it from the bling-front for today. More will follow in a few days.


April 22nd, 2007 at 11:19 am
Try running clutter with \’export CLUTTER_VBLANK=none\’ . There is a bug with some versions of the intel drivers where attempting to sync to vblank causes absolutely terrible performance - seems like this is affecting you.
April 22nd, 2007 at 12:55 pm
mallum: Oh, great! Thanks! Working now. Too bad that the whole sync-to-vblank issue with OpenGL-drivers is still not sorted out on all graphics-hardware.
April 22nd, 2007 at 3:00 pm
FYI,
there’s already a python projects called pygments that will be the default syntax highlighter of the version 0.11 of Trac.
http://pygments.org/
April 22nd, 2007 at 3:20 pm
The second Video would make a nice replacement for the fleow "plug-in" in banshee.
It’s a pity that the maintainer stopped maintaining ;(
April 22nd, 2007 at 4:44 pm
MacSlow: cool Clutter now works for you - would be cool if you could update you blog post with this info.
Would be cool if eliza used clutter and avoided duplicate effort with pigment
Clutter does have Python (and Perl and Mono) bindings if thats the issue here. Also looking at your ‘new ideas’ page it seems clutter is already doing most of whats there (Animation stuff, cairo, pango rendering) so you could save yourself quite a bit of work…
April 22nd, 2007 at 11:15 pm
One of the things that Clutter does not do (AFAIK) is switchable backends such as replacing OpenGL with DirectFB. This is something quite important for Elisa and also something that forces Pigment to make certain compromises.
April 23rd, 2007 at 11:22 am
Work is progressing on Clutter trunk so that you can use GL ES drivers, which would let you use clutter on low-power hardware. Clutter assumes GL is always available though, so that you always have some form of acceleration.
April 23rd, 2007 at 11:33 am
@Kaleo:
clutter trunk has support for multiple backends; right now, only GLX and a prototype EGL backends are checked in, but writing a new backend is really simple. and if you want to replace GLX with something else, you really want to use GL ES.
April 23rd, 2007 at 2:49 pm
Dude! You got linked on Ars Technica ;]
April 23rd, 2007 at 3:31 pm
Kaleo: Much of the work going on in trunk is abstracting between different backends and not just GL windowing system layers but GLES also. There is a backends branch in clutter svn that prototyped this work.