[cogl-vertex-buffer] Seal GL types from the public API
We now have CoglAttributeType and CoglVerticesMode typedefs to replace the use of GLenum in the public API.
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@ -94,6 +94,24 @@ cogl_vertex_buffer_new (guint n_vertices);
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guint
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cogl_vertex_buffer_get_n_vertices (CoglHandle handle);
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/**
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* CoglAttributeType:
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* @COGL_ATTRIBUTE_TYPE_BYTE:
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* @COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE:
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* @COGL_ATTRIBUTE_TYPE_SHORT:
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* @COGL_ATTRIBUTE_TYPE_UNSIGNED_SHORT:
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* @COGL_ATTRIBUTE_TYPE_FLOAT:
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*
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*/
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typedef enum _CoglAttributeType
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{
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COGL_ATTRIBUTE_TYPE_BYTE = GL_BYTE,
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COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE = GL_UNSIGNED_BYTE,
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COGL_ATTRIBUTE_TYPE_SHORT = GL_SHORT,
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COGL_ATTRIBUTE_TYPE_UNSIGNED_SHORT = GL_UNSIGNED_SHORT,
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COGL_ATTRIBUTE_TYPE_FLOAT = GL_FLOAT
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} CoglAttributeType;
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/**
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* cogl_vertex_buffer_add:
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* @handle: A vertex buffer handle
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@ -111,10 +129,9 @@ cogl_vertex_buffer_get_n_vertices (CoglHandle handle);
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* the name can have a detail component, E.g.
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* "gl_Color::active" or "gl_Color::inactive"
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* @n_components: The number of components per attribute and must be 1,2,3 or 4
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* @gl_type: Specifies the data type of each component (GL_BYTE, GL_UNSIGNED_BYTE,
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* GL_SHORT, GL_UNSIGNED_SHORT, GL_INT, GL_UNSIGNED_INT or GL_FLOAT)
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* @type: a #CoglAttributeType specifying the data type of each component.
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* @normalized: If GL_TRUE, this specifies that values stored in an integer
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* format should be mapped into the range [-1.0, 1.0] or [0.1, 1.0]
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* format should be mapped into the range [-1.0, 1.0] or [0.0, 1.0]
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* for unsigned values. If GL_FALSE they are converted to floats
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* directly.
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* @stride: This specifies the number of bytes from the start of one attribute
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@ -156,13 +173,13 @@ cogl_vertex_buffer_get_n_vertices (CoglHandle handle);
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* (Though you can have multiple groups of interleved attributes)
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*/
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void
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cogl_vertex_buffer_add (CoglHandle handle,
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const char *attribute_name,
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guint8 n_components,
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GLenum gl_type,
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gboolean normalized,
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guint16 stride,
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const void *pointer);
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cogl_vertex_buffer_add (CoglHandle handle,
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const char *attribute_name,
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guint8 n_components,
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CoglAttributeType type,
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gboolean normalized,
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guint16 stride,
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const void *pointer);
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/**
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* cogl_vertex_buffer_delete:
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@ -226,21 +243,33 @@ void
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cogl_vertex_buffer_enable (CoglHandle handle,
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const char *attribute_name);
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/**
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* CoglVerticesMode:
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* COGL_VERTICES_MODE_POINTS:
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* COGL_VERTICES_MODE_LINE_STRIP:
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* COGL_VERTICES_MODE_LINE_LOOP:
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* COGL_VERTICES_MODE_LINES:
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* COGL_VERTICES_MODE_TRIANGLE_STRIP:
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* COGL_VERTICES_MODE_TRIANGLE_FAN:
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* COGL_VERTICES_MODE_TRIANGLES:
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*
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*/
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typedef enum _CoglVerticesMode
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{
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COGL_VERTICES_MODE_POINTS = GL_POINTS,
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COGL_VERTICES_MODE_LINE_STRIP = GL_LINE_STRIP,
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COGL_VERTICES_MODE_LINE_LOOP = GL_LINE_LOOP,
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COGL_VERTICES_MODE_LINES = GL_LINES,
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COGL_VERTICES_MODE_TRIANGLE_STRIP = GL_TRIANGLE_STRIP,
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COGL_VERTICES_MODE_TRIANGLE_FAN = GL_TRIANGLE_FAN,
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COGL_VERTICES_MODE_TRIANGLES = GL_TRIANGLES
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} CoglVerticesMode;
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/**
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* cogl_vertex_buffer_draw:
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* @handle: A vertex buffer handle
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* @mode: Specifies how the vertices should be interpreted, and should be
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* a valid GL primitive type:
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* <itemizedlist>
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* <listitem>GL_POINTS</listitem>
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* <listitem>GL_LINE_STRIP</listitem>
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* <listitem>GL_LINE_LOOP</listitem>
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* <listitem>GL_LINES</listitem>
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* <listitem>GL_TRIANGLE_STRIP</listitem>
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* <listitem>GL_TRIANGLE_FAN</listitem>
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* <listitem>GL_TRIANGLES</listitem>
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* </itemizedlist>
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* (Note: only types available in GLES are listed)
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* @mode: A #CoglVerticesMode specifying how the vertices should be
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* interpreted.
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* @first: Specifies the index of the first vertex you want to draw with
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* @count: Specifies the number of vertices you want to draw.
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*
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@ -251,10 +280,10 @@ cogl_vertex_buffer_enable (CoglHandle handle,
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* drawing.
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*/
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void
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cogl_vertex_buffer_draw (CoglHandle handle,
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GLenum mode,
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GLint first,
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GLsizei count);
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cogl_vertex_buffer_draw (CoglHandle handle,
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CoglVerticesMode mode,
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int first,
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int count);
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/**
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* CoglIndicesType:
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@ -296,28 +325,19 @@ typedef enum _CoglIndicesType
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* the indices and reduce the demand for memory bandwidth.
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*/
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void
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cogl_vertex_buffer_add_indices (CoglHandle handle,
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int id,
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unsigned int min_index,
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unsigned int max_index,
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CoglIndicesType indices_type,
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const void *indices_array,
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size_t indices_len);
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cogl_vertex_buffer_add_indices (CoglHandle handle,
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int id,
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int min_index,
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int max_index,
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CoglIndicesType indices_type,
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const void *indices_array,
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int indices_len);
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/**
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* cogl_vertex_buffer_draw_elements:
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* @handle: A vertex buffer handle
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* @mode: Specifies how the vertices should be interpreted, and should be
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* a valid GL primitive type:
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* <itemizedlist>
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* <listitem>GL_POINTS</listitem>
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* <listitem>GL_LINE_STRIP</listitem>
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* <listitem>GL_LINE_LOOP</listitem>
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* <listitem>GL_LINES</listitem>
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* <listitem>GL_TRIANGLE_STRIP</listitem>
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* <listitem>GL_TRIANGLE_FAN</listitem>
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* <listitem>GL_TRIANGLES</listitem>
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* </itemizedlist>
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* @mode: A #CoglVerticesMode specifying how the vertices should be
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* interpreted.
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* @indices_id: The identifier for a an array of indices previously added to
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* the given Cogl vertex buffer using
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* cogl_vertex_buffer_add_indices().
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@ -333,11 +353,11 @@ cogl_vertex_buffer_add_indices (CoglHandle handle,
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* drawing.
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*/
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void
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cogl_vertex_buffer_draw_elements (CoglHandle handle,
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GLenum mode,
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int indices_id,
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unsigned int indices_offset,
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unsigned int count);
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cogl_vertex_buffer_draw_elements (CoglHandle handle,
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CoglVerticesMode mode,
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int indices_id,
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int indices_offset,
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int count);
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/**
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* cogl_vertex_buffer_ref:
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@ -414,13 +414,13 @@ get_gl_type_size (CoglVertexBufferAttribFlags flags)
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}
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void
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cogl_vertex_buffer_add (CoglHandle handle,
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const char *attribute_name,
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guint8 n_components,
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GLenum gl_type,
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gboolean normalized,
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guint16 stride,
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const void *pointer)
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cogl_vertex_buffer_add (CoglHandle handle,
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const char *attribute_name,
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guint8 n_components,
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CoglAttributeType type,
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gboolean normalized,
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guint16 stride,
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const void *pointer)
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{
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CoglVertexBuffer *buffer;
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GQuark name_quark = g_quark_from_string (attribute_name);
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@ -488,7 +488,7 @@ cogl_vertex_buffer_add (CoglHandle handle,
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attribute->u.pointer = pointer;
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attribute->texture_unit = texture_unit;
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flags |= get_attribute_gl_type_flag_from_gl_type (gl_type);
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flags |= get_attribute_gl_type_flag_from_gl_type (type);
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flags |= COGL_VERTEX_BUFFER_ATTRIB_FLAG_ENABLED;
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/* Note: We currently just assume, if an attribute is *ever* updated
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@ -1719,10 +1719,10 @@ disable_state_for_drawing_buffer (CoglVertexBuffer *buffer)
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}
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void
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cogl_vertex_buffer_draw (CoglHandle handle,
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GLenum mode,
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GLint first,
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GLsizei count)
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cogl_vertex_buffer_draw (CoglHandle handle,
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CoglVerticesMode mode,
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int first,
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int count)
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{
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CoglVertexBuffer *buffer;
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@ -1772,13 +1772,13 @@ get_indices_type_size (GLuint indices_type)
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}
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void
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cogl_vertex_buffer_add_indices (CoglHandle handle,
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int id,
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unsigned int min_index,
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unsigned int max_index,
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CoglIndicesType indices_type,
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const void *indices_array,
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size_t indices_len)
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cogl_vertex_buffer_add_indices (CoglHandle handle,
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int id,
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int min_index,
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int max_index,
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CoglIndicesType indices_type,
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const void *indices_array,
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int indices_len)
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{
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CoglVertexBuffer *buffer;
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GList *l;
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@ -1843,11 +1843,11 @@ cogl_vertex_buffer_add_indices (CoglHandle handle,
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}
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void
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cogl_vertex_buffer_draw_elements (CoglHandle handle,
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GLenum mode,
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int indices_id,
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unsigned int indices_offset,
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unsigned int count)
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cogl_vertex_buffer_draw_elements (CoglHandle handle,
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CoglVerticesMode mode,
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int indices_id,
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int indices_offset,
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int count)
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{
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CoglVertexBuffer *buffer;
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gboolean fallback =
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@ -139,7 +139,7 @@ on_paint (ClutterActor *actor, TestState *state)
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{
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cogl_set_source_color4ub (0xff, 0x00, 0x00, 0xff);
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cogl_vertex_buffer_draw_elements (state->buffer,
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GL_TRIANGLE_STRIP,
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COGL_VERTICES_MODE_TRIANGLE_STRIP,
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0, /* indices identifier */
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0, /* indices offset */
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state->n_static_indices);
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@ -287,7 +287,7 @@ init_quad_mesh (TestState *state)
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cogl_vertex_buffer_add (state->buffer,
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"gl_Vertex",
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3, /* n components */
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GL_FLOAT,
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COGL_ATTRIBUTE_TYPE_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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state->quad_mesh_verts);
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@ -295,7 +295,7 @@ init_quad_mesh (TestState *state)
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cogl_vertex_buffer_add (state->buffer,
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"gl_Color",
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4, /* n components */
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GL_UNSIGNED_BYTE,
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COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE,
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FALSE, /* normalized */
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0, /* stride */
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state->quad_mesh_colors);
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