cullable: Use relative actor coordinates for culling
This ensures that nested cullables work fine.
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@ -95,8 +95,10 @@ meta_actor_vertices_are_untransformed (ClutterVertex *verts,
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v3x != v1x || v3y != v2y)
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return FALSE;
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*x_origin = x;
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*y_origin = y;
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if (x_origin)
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*x_origin = x;
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if (y_origin)
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*y_origin = y;
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return TRUE;
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}
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@ -71,7 +71,7 @@ meta_cullable_cull_out_children (MetaCullable *cullable,
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clutter_actor_iter_init (&iter, actor);
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while (clutter_actor_iter_prev (&iter, &child))
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{
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int x, y;
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float x, y;
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if (!CLUTTER_ACTOR_IS_VISIBLE (child))
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continue;
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@ -98,9 +98,11 @@ meta_cullable_cull_out_children (MetaCullable *cullable,
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if (!META_IS_CULLABLE (child))
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continue;
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if (!meta_actor_is_untransformed (child, &x, &y))
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if (!meta_actor_is_untransformed (child, NULL, NULL))
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continue;
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clutter_actor_get_position (child, &x, &y);
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/* Temporarily move to the coordinate system of the actor */
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cairo_region_translate (unobscured_region, - x, - y);
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cairo_region_translate (clip_region, - x, - y);
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@ -301,15 +301,8 @@ meta_shaped_texture_paint (ClutterActor *actor)
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filter = COGL_PIPELINE_FILTER_LINEAR;
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if (!clutter_actor_is_in_clone_paint (actor))
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{
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int x_origin, y_origin;
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if (meta_actor_is_untransformed (actor,
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&x_origin,
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&y_origin))
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filter = COGL_PIPELINE_FILTER_NEAREST;
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}
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if (!clutter_actor_is_in_clone_paint (actor) && meta_actor_is_untransformed (actor, NULL, NULL))
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filter = COGL_PIPELINE_FILTER_NEAREST;
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ctx = clutter_backend_get_cogl_context (clutter_get_default_backend ());
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fb = cogl_get_draw_framebuffer ();
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