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2007-05-28 Matthew Allum <mallum@openedhand.com>
* clutter/clutter-stage.c: (clutter_stage_get_actor_at_pos): Fix for GL/ES. Barring texture reads this means all clutter functionality now works on GL/ES! (no doubt with a few yet to be discovered bugs)
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@ -1,3 +1,10 @@
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2007-05-28 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-stage.c: (clutter_stage_get_actor_at_pos):
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Fix for GL/ES. Barring texture reads this means all clutter
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functionality now works on GL/ES! (no doubt with a few yet to
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be discovered bugs)
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2007-05-28 Matthew Allum <mallum@openedhand.com>
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* clutter/clutter-backend.c:
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@ -764,7 +764,7 @@ clutter_stage_get_actor_at_pos (ClutterStage *stage,
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gint y)
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{
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ClutterMainContext *context;
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guchar pixel[3];
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guchar pixel[4];
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GLint viewport[4];
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ClutterColor white = { 0xff, 0xff, 0xff, 0xff };
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guint32 id;
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@ -781,13 +781,13 @@ clutter_stage_get_actor_at_pos (ClutterStage *stage,
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clutter_actor_paint (CLUTTER_ACTOR (stage));
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context->pick_mode = FALSE;
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/* Calls should work under both GL and GLES
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/* Calls should work under both GL and GLES, note GLES needs RGBA
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*
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* FIXME: of course we need to handle the case where the frame buffer isn't
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* 24bpp, i.e 16bpp which could be the case with GLES.
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* 24bpp, i.e 16bpp which could be the case with GLES ?.
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*/
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glGetIntegerv(GL_VIEWPORT, viewport);
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glReadPixels(x, viewport[3] - y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, pixel);
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glReadPixels(x, viewport[3] - y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel);
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/* printf("x: %i , y: %i %x:%x:%x\n", x, y, pixel[0], pixel[1], pixel[2]); */
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