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Using 'r' to name the third component is problematic because that is commonly used to represent the red component of a vector representing a color. Under GLSL this is awkward because the texture swizzling for a vector uses a single letter for each component and the names for colors, textures and positions are synonymous. GLSL works around this by naming the components of the texture s, t, p and q. Cogl already effectively already exposes this naming because it exposes GLSL so it makes sense to use that naming consistently. Another alternative could be u, v and w. This is what Blender and Direct3D use. However the w component conflicts with the w component of a position vertex. |
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cogl-context-winsys.c | ||
cogl-context-winsys.h | ||
cogl-egl.c | ||
cogl-fruity.c | ||
cogl-glx.c | ||
cogl-osx.c | ||
cogl-sdl.c | ||
cogl-texture-pixmap-x11-private.h | ||
cogl-texture-pixmap-x11.c | ||
cogl-texture-pixmap-x11.h | ||
cogl-win32.c | ||
cogl-winsys-feature-functions.h | ||
cogl-winsys.h | ||
cogl-xlib.c | ||
cogl-xlib.h |