docs: Miscellaneous fixes to silence gtk-doc
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@ -2826,6 +2826,8 @@ clutter_texture_get_load_data_async (ClutterTexture *texture)
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/**
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* clutter_texture_set_pick_with_alpha:
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* @texture: a #ClutterTexture
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* @pick_with_alpha: %TRUE if the alpha channel should affect the
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* picking shape
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*
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* Sets whether @texture should have it's shape defined by the alpha
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* channel when picking.
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@ -2861,7 +2863,6 @@ clutter_texture_set_pick_with_alpha (ClutterTexture *texture,
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}
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/* NB: the pick material is created lazily when we first pick */
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priv->pick_with_alpha = pick_with_alpha;
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}
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@ -914,10 +914,10 @@ cogl_set_framebuffer (CoglHandle buffer);
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*
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* You should understand that a framebuffer owns the following state:
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* <itemizedlist>
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* <li>The projection matrix</li>
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* <li>The modelview matrix stack</li>
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* <li>The viewport</li>
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* <li>The clip stack</li>
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* <listitem><simpara>The projection matrix</simpara></listitem>
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* <listitem><simpara>The modelview matrix stack</simpara></listitem>
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* <listitem><simpara>The viewport</simpara></listitem>
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* <listitem><simpara>The clip stack</simpara></listitem>
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* </itemizedlist>
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* So these items will automatically be saved and restored when you
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* push and pop between different framebuffers.
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@ -948,34 +948,33 @@ cogl_set_framebuffer (CoglHandle buffer);
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* cogl_set_viewport (0, 0, width, height);
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* cogl_perspective (fovy, aspect, z_near, z_far);
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*
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* cogl_get_projection_matrix (&projection_matrix);
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* cogl_get_projection_matrix (&projection_matrix);
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* z_camera = 0.5 * projection_matrix.xx;
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*
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* cogl_matrix_init_identity (&mv_matrix);
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* cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
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* cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
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* cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
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* cogl_set_modelview_matrix (&mv_matrix);
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* cogl_matrix_init_identity (&mv_matrix);
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* cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
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* cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
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* cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
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* cogl_set_modelview_matrix (&mv_matrix);
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* }
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*
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* static void
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* my_init_framebuffer (CoglHandle framebuffer,
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* my_init_framebuffer (ClutterStage *stage,
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* CoglHandle framebuffer,
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* unsigned int framebuffer_width,
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* unsigned int framebuffer_height)
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* {
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* ClutterActor *stage = clutter_stage_get_default ();
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* ClutterPerspective perspective;
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*
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* clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective);
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* clutter_stage_get_perspective (stage, &perspective);
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*
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* cogl_push_framebuffer (framebuffer);
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* setup_viewport (framebuffer_width,
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* framebuffer_height,
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* perspective->fovy,
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* perspective.fovy,
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* perspective.aspect,
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* perspective.z_near,
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* perspective.z_far);
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* cogl_pop_framebuffer ();
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* }
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* ]|
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*
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@ -494,9 +494,13 @@ clutter_texture_set_from_file
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clutter_texture_set_from_rgb_data
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clutter_texture_set_from_yuv_data
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clutter_texture_set_area_from_rgb_data
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<SUBSECTION>
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clutter_texture_get_base_size
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clutter_texture_get_pixel_format
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clutter_texture_get_max_tile_waste
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<SUBSECTION>
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clutter_texture_get_filter_quality
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clutter_texture_set_filter_quality
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clutter_texture_get_cogl_texture
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@ -513,6 +517,8 @@ clutter_texture_get_load_async
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clutter_texture_set_load_async
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clutter_texture_get_load_data_async
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clutter_texture_set_load_data_async
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clutter_texture_get_pick_with_alpha
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clutter_texture_set_pick_with_alpha
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<SUBSECTION Standard>
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CLUTTER_TEXTURE
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