40b0bb4e95
My previous work to provide muti-texturing support has been extended into a CoglMaterial abstraction that adds control over the texture combine functions (controlling how multiple texture layers are blended together), the gl blend function (used for blending the final primitive with the framebuffer), the alpha function (used to discard fragments based on their alpha channel), describing attributes such as a diffuse, ambient and specular color (for use with the standard OpenGL lighting model), and per layer rotations. (utilizing the new CoglMatrix utility API) For now the only way this abstraction is exposed is via a new cogl_material_rectangle function, that is similar to cogl_texture_rectangle but doesn't take a texture handle (the source material is pulled from the context), and the array of texture coordinates is extended to be able to supply coordinates for each layer. Note: this function doesn't support sliced textures; supporting sliced textures is a non trivial problem, considering the ability to rotate layers. Note: cogl_material_rectangle, has quite a few workarounds, for a number of other limitations within Cogl a.t.m. Note: The GLES1/2 multi-texturing support has yet to be updated to use the material abstraction. |
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conform | ||
data | ||
interactive | ||
micro-bench | ||
tools | ||
Makefile.am | ||
README |
Outline of test categories: The conform/ tests should be non-interactive unit-tests that verify a single feature is behaving as documented. See conform/ADDING_NEW_TESTS for more details. The micro-bench/ tests should be focused perfomance test, ideally testing a single metric. Please never forget that these tests are synthetec and if you are using them then you understand what metric is being tested. They probably don't reflect any real world application loads and the intention is that you use these tests once you have already determined the crux of your problem and need focused feedback that your changes are indeed improving matters. There is no exit status requirements for these tests, but they should give clear feedback as to their performance. If the framerate is the feedback metric, then the test should forcibly enable FPS debugging. The interactive/ tests are any tests whos status can not be determined without a user looking at some visual output, or providing some manual input etc. This covers most of the original Clutter tests. Ideally some of these tests will be migrated into the conformance/ directory so they can be used in automated nightly tests. Other notes: All tests should ideally include a detailed description in the source explaining exactly what the test is for, how the test was designed to work, and possibly a rationale for the aproach taken for testing.