We currently enable blending if the material colour has
transparency. This patch makes it also enable blending if any of the
lighting colours have transparency. Arguably this isn't neccessary
because we don't expose any API to enable lighting so there is no
bug. However it is currently possible to enable lighting with a direct
call to glEnable and this otherwise works so it is a shame not to have
it.
http://bugzilla.openedhand.com/show_bug.cgi?id=1907
We currently enable blending if the material colour has
transparency. This patch makes it also enable blending if any of the
lighting colours have transparency. Arguably this isn't neccessary
because we don't expose any API to enable lighting so there is no
bug. However it is currently possible to enable lighting with a direct
call to glEnable and this otherwise works so it is a shame not to have
it.
http://bugzilla.openedhand.com/show_bug.cgi?id=1907
PFNGLACTIVETEXTUREPROC (a GL-1.2 addition) was inadvertently missing
from some recent versions of Mesa (like that in Fedora 11.) Use
the identical PFNGLACTIVETEXTUREARBPROC instead.
This test did not open redhand.png as argc/argv should be handled
normally (argv[0] being the name of the exectutable).
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Some tests can be given extra arguments. The test-interactive dispatch
mechanism handles that but the small shell scripts around the wrapper
do not forward the arguments to the wrapper.
Reviewed-by: Emmanuele Bassi <ebassi@linux.intel.com>
Looks like there are some leftovers in include/util.h:
/**
* An object which exists purely to attach signals to; this is to receive
* signals when a child process exits. The signal is "sigchld" with no detail.
*/
extern MetaNexus *sigchld_nexus;
Removing those lines fixes the build
The stage's pick id can be written to the framebuffer when we call
cogl_clear so there's no need for the stage to also chain up in it's pick
function resulting in clutter-actor.c also emitting a rectangle for the
stage.
cogl_push_draw_buffer, cogl_set_draw_buffer and cogl_pop_draw_buffer are now
deprecated and new code should use the new cogl_framebuffer_* API instead.
Code that previously did:
cogl_push_draw_buffer ();
cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, buffer);
/* draw */
cogl_pop_draw_buffer ();
should now be re-written as:
cogl_push_framebuffer (buffer);
/* draw */
cogl_pop_framebuffer ();
As can be seen from the example above the rename has been used as an
opportunity to remove the redundant target argument from
cogl_set_draw_buffer; it now only takes one call to redirect to an offscreen
buffer, and finally the term framebuffer may be a bit more familiar to
anyone coming from an OpenGL background.
cogl_push_draw_buffer, cogl_set_draw_buffer and cogl_pop_draw_buffer are now
deprecated and new code should use the new cogl_framebuffer_* API instead.
Code that previously did:
cogl_push_draw_buffer ();
cogl_set_draw_buffer (COGL_OFFSCREEN_BUFFER, buffer);
/* draw */
cogl_pop_draw_buffer ();
should now be re-written as:
cogl_push_framebuffer (buffer);
/* draw */
cogl_pop_framebuffer ();
As can be seen from the example above the rename has been used as an
opportunity to remove the redundant target argument from
cogl_set_draw_buffer; it now only takes one call to redirect to an offscreen
buffer, and finally the term framebuffer may be a bit more familiar to
anyone coming from an OpenGL background.
Instead of storing an enum with the backend type for each texture and
then using a switch statement to decide which function to call, we
should store pointers to all of the functions in a struct and have
each texture point to that struct. This is potentially slightly faster
when there are more backends and it makes implementing new backends
easier because it's more obvious which functions have to be
implemented.
Instead of storing an enum with the backend type for each texture and
then using a switch statement to decide which function to call, we
should store pointers to all of the functions in a struct and have
each texture point to that struct. This is potentially slightly faster
when there are more backends and it makes implementing new backends
easier because it's more obvious which functions have to be
implemented.
cogl_offscreen_new_to_texture previously bailed out if the given texture's
GL target was anything but GL_TEXTURE_2D, but it now also allows
foreign GL_TEXTURE_RECTANGLE_ARB textures.
Thanks to Owen for reporting this issue, ref:
https://bugzilla.gnome.org/show_bug.cgi?id=601032
cogl_offscreen_new_to_texture previously bailed out if the given texture's
GL target was anything but GL_TEXTURE_2D, but it now also allows
foreign GL_TEXTURE_RECTANGLE_ARB textures.
Thanks to Owen for reporting this issue, ref:
https://bugzilla.gnome.org/show_bug.cgi?id=601032
the mutlitexture and texture_rectangle extensions have recently
been incorporated into the GL core; fixes needed to work with
libGL that proceeds that:
GL_TEXTURE_RECTANGLE_ARB - use _ARB name
glActiveTextureARB() - use get_proc_address
https://bugzilla.gnome.org/show_bug.cgi?id=602870
Add MutterTextureTower, an abstraction for getting a image with
the right level of detail for rendering at a particular scale,
by manually scaling down by powers of two.
This results in much better looking scaled window images when
mipmaps can't be used with texture_from_pixmap (which is the
typical case for current GL drivers.)
When framebuffer objects are available, they are used to do
the scaledown using the GPU without having to pull the data
back from video memory. A software codepath is also available
for the case when FBO's are not present, though performance
will suffer
https://bugzilla.gnome.org/show_bug.cgi?id=601032
cogl_material_copy can be used to create a new CoglHandle referencing a copy
of some given material.
From now on we will advise that developers always aim to use this function
instead of cogl_material_new() when creating a material that is in any way
derived from another.
By using cogl_material_copy, Cogl can maintain an ancestry for each material
and keep track of "similar" materials. The plan is that Cogl will use this
information to minimize the cost of GPU state transitions.
cogl_material_copy can be used to create a new CoglHandle referencing a copy
of some given material.
From now on we will advise that developers always aim to use this function
instead of cogl_material_new() when creating a material that is in any way
derived from another.
By using cogl_material_copy, Cogl can maintain an ancestry for each material
and keep track of "similar" materials. The plan is that Cogl will use this
information to minimize the cost of GPU state transitions.
This function was #if 0'd before we released Clutter 1.0 so there's no
implementation of it. At some point we thought it might assist with
developers breaking out into raw OpenGL. Breaking out to raw GL is a
difficult problem though so we decided instead we will wait for a specific
use case to arrise before trying to support it.
This function was #if 0'd before we released Clutter 1.0 so there's no
implementation of it. At some point we thought it might assist with
developers breaking out into raw OpenGL. Breaking out to raw GL is a
difficult problem though so we decided instead we will wait for a specific
use case to arrise before trying to support it.
Actors, unlike objects, can effectively go away whilst being
animated - usually because of an explicit destoy().
The Animation created by clutter_actor_animate() and friends
should keep a weak reference on the actor and eventually
get rid of the animation itself in case the actor goes away
whilst being animated.
_cogl_material_get_layer expects a CoglMaterial* pointer but it was
being called with a CoglHandle. This doesn't matter because the
CoglHandle is actually just the CoglMaterial* pointer anyway but it
breaks the ability to change the _cogl_material_pointer_from_handle
macro.
_cogl_material_get_layer expects a CoglMaterial* pointer but it was
being called with a CoglHandle. This doesn't matter because the
CoglHandle is actually just the CoglMaterial* pointer anyway but it
breaks the ability to change the _cogl_material_pointer_from_handle
macro.
These sounds are good candidates for caching in the sound server, to
save a bit of CPU and make reaction faster. Hence, tell libcanberra to
cache them.
libcanberra generates specific tooltip popup sounds and for that
recognizes the tooltip windows by the GtkWindowTypeHint set for them.
This trivial patch simply sets the hint for the self-drawn tooltips
metacity uses.
Right now metacity issues only 1 bell event per second. This is
feels buggy when triggering multiple alarm sounds in a terminal.
This patch simple increases the limit to 1/100ms. 100ms is probably a
good choice since the HIG recommends that all user reaction should
happen within 100ms. With this applied pressing 'Left' in gnome-terminal
feels much more responsive.
https://bugzilla.redhat.com/show_bug.cgi?id=498608
The commit that removed metacity-dialog added a global SIGCHLD handler
that caused problems by (a) calling waitpid(-1) and thus breaking
g_child_watch for everyone else, and (b) doing too much from a signal
handler and sometimes causing deadlocks (bug 596200).
This removes the global handler and has each zenity user create its
own child watch to watch for exit. (It also fixes the window class of
the zenity dialogs, so that meta_window_present_delete_dialog()
will work again.)
The commit that removed metacity-dialog added a global SIGCHLD handler
that caused problems by (a) calling waitpid(-1) and thus breaking
g_child_watch for everyone else, and (b) doing too much from a signal
handler and sometimes causing deadlocks (bug 596200).
This removes the global handler and has each zenity user create its
own child watch to watch for exit. (It also fixes the window class of
the zenity dialogs, so that meta_window_present_delete_dialog() will
work again.)
The Clutter API reference has an index of the symbols for each minor
version, and a list of deprecated symbols. The Cogl API reference
should have the same layout.
The Clutter API reference has an index of the symbols for each minor
version, and a list of deprecated symbols. The Cogl API reference
should have the same layout.