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Bug 1057 - cogl_texture_rectangle doesn't support backward
coordinates * clutter/cogl/gl/cogl-texture.c: Instead of sorting the vertex and texture coordinates passed to cogl_texture_rectangle, just swap both sets whenever the texture coordinates are backward.
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@ -1,3 +1,12 @@
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2008-11-12 Neil Roberts <neil@linux.intel.com>
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Bug 1057 - cogl_texture_rectangle doesn't support backward
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coordinates
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* clutter/cogl/gl/cogl-texture.c: Instead of sorting the vertex
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and texture coordinates passed to cogl_texture_rectangle, just
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swap both sets whenever the texture coordinates are backward.
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2008-11-12 Neil Roberts <neil@linux.intel.com>
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* clutter/clutter-rectangle.c (clutter_rectangle_paint): Fixed so
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@ -1967,6 +1967,29 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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cogl_enable (enable_flags);
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/* If the texture coordinates are backwards then swap both the
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geometry and texture coordinates so that the texture will be
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flipped but we can still use the same algorithm to iterate the
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slices */
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if (tx2 < tx1)
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{
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CoglFixed temp = x1;
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x1 = x2;
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x2 = temp;
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temp = tx1;
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tx1 = tx2;
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tx2 = temp;
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}
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if (ty2 < ty1)
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{
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CoglFixed temp = y1;
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y1 = y2;
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y2 = temp;
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temp = ty1;
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ty1 = ty2;
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ty2 = temp;
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}
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/* Scale ratio from texture to quad widths */
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tw = COGL_FIXED_FROM_INT (tex->bitmap.width);
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th = COGL_FIXED_FROM_INT (tex->bitmap.height);
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@ -2168,7 +2191,6 @@ cogl_texture_rectangle (CoglHandle handle,
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CoglFixed ty2)
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{
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CoglTexture *tex;
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CoglFixed tempx;
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/* Check if valid texture */
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if (!cogl_is_texture (handle))
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@ -2186,38 +2208,6 @@ cogl_texture_rectangle (CoglHandle handle,
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if (tx1 == tx2 || ty1 == ty2)
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return;
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/* Fix quad coord ordering
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(atm this is required for sw tiling to iterate
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over slices properly) */
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if (x1 > x2)
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{
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tempx = x1;
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x1 = x2;
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x2 = tempx;
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}
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if (y1 > y2)
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{
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tempx = y1;
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y1 = y2;
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y2 = tempx;
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}
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/* Fix texture coord ordering */
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if (tx1 > tx2)
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{
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tempx = tx1;
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tx1 = tx2;
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tx2 = tempx;
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}
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if (ty1 > ty2)
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{
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tempx = ty1;
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ty1 = ty2;
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ty2 = tempx;
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}
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/* Pick tiling mode according to hw support */
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if (cogl_features_available (COGL_FEATURE_TEXTURE_NPOT)
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&& tex->slice_gl_handles->len == 1)
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@ -1931,6 +1931,29 @@ _cogl_texture_quad_sw (CoglTexture *tex,
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cogl_enable (enable_flags);
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/* If the texture coordinates are backwards then swap both the
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geometry and texture coordinates so that the texture will be
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flipped but we can still use the same algorithm to iterate the
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slices */
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if (tx2 < tx1)
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{
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CoglFixed temp = x1;
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x1 = x2;
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x2 = temp;
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temp = tx1;
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tx1 = tx2;
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tx2 = temp;
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}
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if (ty2 < ty1)
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{
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CoglFixed temp = y1;
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y1 = y2;
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y2 = temp;
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temp = ty1;
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ty1 = ty2;
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ty2 = temp;
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}
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GE( cogl_wrap_glTexCoordPointer (2, GL_FIXED, 0, tex_coords) );
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GE( cogl_wrap_glVertexPointer (2, GL_FIXED, 0, quad_coords) );
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@ -2123,7 +2146,6 @@ cogl_texture_rectangle (CoglHandle handle,
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CoglFixed ty2)
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{
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CoglTexture *tex;
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CoglFixed tempx;
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/* Check if valid texture */
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if (!cogl_is_texture (handle))
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@ -2141,36 +2163,6 @@ cogl_texture_rectangle (CoglHandle handle,
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if (tx1 == tx2 || ty1 == ty2)
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return;
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/* Fix quad coord ordering */
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if (x1 > x2)
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{
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tempx = x1;
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x1 = x2;
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x2 = tempx;
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}
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if (y1 > y2)
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{
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tempx = y1;
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y1 = y2;
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y2 = tempx;
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}
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/* Fix texture coord ordering */
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if (tx1 > tx2)
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{
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tempx = tx1;
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tx1 = tx2;
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tx2 = tempx;
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}
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if (ty1 > ty2)
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{
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tempx = ty1;
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ty1 = ty2;
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ty2 = tempx;
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}
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/* Tile textured quads */
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if (tex->slice_gl_handles->len == 1 &&
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tx1 >= -COGL_FIXED_1 && tx2 <= COGL_FIXED_1 &&
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