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.
This commit is contained in:
Emmanuele Bassi
2011-05-25 16:23:08 +01:00
parent 941d8d23fa
commit 835fc2381c
7 changed files with 73 additions and 4 deletions

View File

@@ -29,7 +29,6 @@
#define __CLUTTER_SHADER_TYPES_H__
#include <glib-object.h>
#include <cogl/cogl.h>
G_BEGIN_DECLS