Deprecate ClutterShader
With the instantiatable ClutterShaderEffect, the only reason for ClutterShader to exist is to make the ClutterActor::paint implementation miserable. Yes, ClutterShader doesn't use a FBO, so it's "more efficient" on ClutterTextures. It's also generally wrong unless you know *exactly* how the actor's pipeline is set up — something we cannot even guarantee internally unless we start doing lame type checks.
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@@ -29,7 +29,6 @@
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#define __CLUTTER_SHADER_TYPES_H__
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#include <glib-object.h>
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#include <cogl/cogl.h>
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G_BEGIN_DECLS
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