There's no need to enable the texture target unless it is going to be
used for rendering. Enabling it directly with glEnable calls confuses
Cogl's state caching.
This is a replacement for the patch in bug 1483 which was reverted.
This reverts commit f9d996a4603bef1f52e32e99f9f69a32b7c823ba.
The change from calling glBindTexture to using the material API with
cogl_material_flush_gl_state does not always work because it doesn't
necessarily leave the active texture unit as GL_TEXTURE0. For example,
if the previously rendered texture was multi-layered then the last
thing cogl_material_flush_gl_state will do is select GL_TEXTURE1 just
to disable it.
Clutter was complaining about netural width smaller than minimum widths
(differences around 0.0005) by using an epsilon value of 1e-4 for these
floating point comparisons, these warnings have now been silenced.
There is no need for a custom hsl to rgb converter since Clutter implements
this logic; originally it wasn't quite as optimal, but that has now been
fixed.
Using test-cogl-vertex-buffer as a test case which is CPU bound due to
hls -> rgb conversions this alternative algorithm looked to be ~10%
faster when tested on an X61s Lenovo.
2009-03-17 Alexander Shopov <ash@contact.bg>
* bg.po: Updated Bulgarian translation by
Alexander Shopov <ash@contact.bg>
svn path=/trunk/; revision=4220
2009-03-17 Alexander Shopov <ash@contact.bg>
* bg.po: Updated Bulgarian translation by
Alexander Shopov <ash@contact.bg>
svn path=/branches/gnome-2-26/; revision=4219
Queuing an animation on an actor cannot be done from within the
::completed signal handler, because we guarantee that the Animation
instance is valid and attached to the actor it animates for the
whole duration of the signal emission chain.
In order to queue animations you have to install an idle handler
on the main loop, and call clutter_actor_animate() inside it.
The documentation should be more clear about this caveat in the
memory management of ClutterAnimations created by the animate()
family of functions.
There are various constraints for when we can support multi-texturing and
when they can't be met we try and print a clear warning explaining why the
operation isn't supported, but we shouldn't endlessly repeat the warning for
every primitive of every frame. This patch fixes that.
There are various constraints for when we can support multi-texturing and
when they can't be met we try and print a clear warning explaining why the
operation isn't supported, but we shouldn't endlessly repeat the warning for
every primitive of every frame. This patch fixes that.
The test is a sanity check that dynamic updating of vertex data via the cogl
vertex buffer api works and has reasonable performance. (though it can't be
considered a well designed benchmark since it wastes casual amounts of CPU
time simply choosing pretty colors.)
The code also aims to demonstrate one way of creating, updating and efficiently
drawing a quad mesh structure via the vertex buffer api which could be applied
to lots of different use cases.
This function was renamed a while ago in the .c file from
cogl_vertex_buffer_draw_range_elements but the corresponding .h and
doc/reference/cogl changes weren't made.
This function was renamed a while ago in the .c file from
cogl_vertex_buffer_draw_range_elements but the corresponding .h and
doc/reference/cogl changes weren't made.
For convenience it is now valid to avoid a seperate call to
cogl_vertex_buffer_submit() and assume that the _draw() calls will do this
for you (though of course if you do this you still need to ensure the
attribute pointers remain valid until your draw call.)
For convenience it is now valid to avoid a seperate call to
cogl_vertex_buffer_submit() and assume that the _draw() calls will do this
for you (though of course if you do this you still need to ensure the
attribute pointers remain valid until your draw call.)
Bug 1495 - Timelines run 4% short
Previously the timelines were timed by calculating the interval
between each frame stored as an integer number of milliseconds so some
precision is lost. For example, requesting 60 frames per second gets
converted to 16 ms per frame which is actually 62.5 frames per
second. This makes the timeline shorter by 4%.
This patch merges the common code for timing from the timeout pools
and frame sources into an internal clutter-timeout-interval file. This
stores the interval directly as the FPS and counts the number of
frames that have been reached instead of the elapsed time.