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.