Support scaling on the z axis with cogl_scale
This simply adds a z argument to cogl_scale and updates clutter-actor.c to pass 1.0 for the z scale.
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README
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README
@ -251,6 +251,8 @@ Release Notes for Clutter 1.0
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* cogl_alpha_func has been removed, since this is now controlled using the
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* cogl_alpha_func has been removed, since this is now controlled using the
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material API via cogl_material_set_alpha_test_function ()
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material API via cogl_material_set_alpha_test_function ()
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* cogl_scale now supports scaling on the z axis
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Release Notes for Clutter 0.8
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Release Notes for Clutter 0.8
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-------------------------------
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-------------------------------
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@ -1369,7 +1369,7 @@ _clutter_actor_apply_modelview_transform (ClutterActor *self)
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* entire object will move on the screen as a result of rotating it).
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* entire object will move on the screen as a result of rotating it).
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*/
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*/
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if (priv->scale_x != 1.0 || priv->scale_y != 1.0)
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if (priv->scale_x != 1.0 || priv->scale_y != 1.0)
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cogl_scale (priv->scale_x, priv->scale_y);
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cogl_scale (priv->scale_x, priv->scale_y, 1.0);
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if (priv->rzang)
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if (priv->rzang)
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{
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{
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@ -226,12 +226,14 @@ void cogl_pop_matrix (void);
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* cogl_scale:
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* cogl_scale:
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* @x: Amount to scale along the x-axis
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* @x: Amount to scale along the x-axis
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* @y: Amount to scale along the y-axis
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* @y: Amount to scale along the y-axis
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* @z: Amount to scale along the z-axis
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*
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*
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* Multiplies the current model-view matrix by one that scales the x
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* Multiplies the current model-view matrix by one that scales the x,
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* and y axes by the given values.
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* y and z axes by the given values.
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*/
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*/
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void cogl_scale (float x,
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void cogl_scale (float x,
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float y);
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float y,
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float z);
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/**
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/**
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* cogl_translate:
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* cogl_translate:
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@ -213,9 +213,9 @@ cogl_pop_matrix (void)
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}
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}
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void
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void
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cogl_scale (float x, float y)
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cogl_scale (float x, float y, float z)
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{
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{
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GE( glScalef (x, y, 1.0) );
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GE( glScalef (x, y, z) );
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}
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}
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void
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void
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@ -130,9 +130,9 @@ cogl_pop_matrix (void)
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}
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}
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void
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void
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cogl_scale (float x, float y)
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cogl_scale (float x, float y, float z)
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{
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{
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GE( glScalef (x, y, 1.0) );
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GE( glScalef (x, y, z) );
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}
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}
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void
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void
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