cogl-primitive: Add the missing cogl_primitive_new_p2 function
There was a struct defined for CoglP2Vertex but there was no constructor function to use it.
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@ -120,6 +120,33 @@ cogl_primitive_new (CoglVerticesMode mode,
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attributes);
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attributes);
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}
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}
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CoglPrimitive *
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cogl_primitive_new_p2 (CoglVerticesMode mode,
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int n_vertices,
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const CoglP2Vertex *data)
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{
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CoglVertexArray *array =
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cogl_vertex_array_new (n_vertices * sizeof (CoglP2Vertex));
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CoglBuffer *buffer = COGL_BUFFER (array);
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CoglVertexAttribute *attributes[2];
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cogl_buffer_set_data (buffer, 0, (guint8 *)data,
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n_vertices * sizeof (CoglP2Vertex));
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attributes[0] =
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cogl_vertex_attribute_new (array,
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"cogl_position_in",
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sizeof (CoglP2Vertex),
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offsetof (CoglP2Vertex, x),
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2,
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COGL_VERTEX_ATTRIBUTE_TYPE_FLOAT);
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attributes[1] = NULL;
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cogl_object_unref (array);
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return _cogl_primitive_new_with_attributes_array_unref (mode, n_vertices,
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attributes);
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}
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CoglPrimitive *
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CoglPrimitive *
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cogl_primitive_new_p3 (CoglVerticesMode mode,
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cogl_primitive_new_p3 (CoglVerticesMode mode,
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int n_vertices,
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int n_vertices,
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@ -237,6 +237,50 @@ cogl_primitive_new_with_attributes_array (CoglVerticesMode mode,
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int n_vertices,
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int n_vertices,
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CoglVertexAttribute **attributes);
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CoglVertexAttribute **attributes);
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/**
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* cogl_primitive_new_p2:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP2Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position
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* attribute with a #CoglVertexAttribute and upload your data.
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*
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* For example to draw a convex polygon you can do:
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* |[
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* CoglP2Vertex triangle[] =
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* {
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* { 0, 300 },
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* { 150, 0, },
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* { 300, 300 }
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* };
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* prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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cogl_primitive_new_p2 (CoglVerticesMode mode,
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int n_vertices,
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const CoglP2Vertex *data);
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/**
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/**
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* cogl_primitive_new_p3:
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* cogl_primitive_new_p3:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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