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debug: Use cogl_primitive api for paint-volume visualization
Instead of using the cogl_vertex_buffer API this uses the more concise cogl_primitive API instead. The aim is to get rid of the cogl_vertex_buffer API eventually so we should be trying out the replacement API wherever possible.
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@ -2413,7 +2413,7 @@ _clutter_actor_draw_paint_volume_full (ClutterActor *self,
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const CoglColor *color)
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const CoglColor *color)
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{
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{
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static CoglMaterial *outline = NULL;
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static CoglMaterial *outline = NULL;
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CoglHandle vbo;
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CoglPrimitive *prim;
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ClutterVertex line_ends[12 * 2];
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ClutterVertex line_ends[12 * 2];
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int n_vertices;
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int n_vertices;
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@ -2445,20 +2445,13 @@ _clutter_actor_draw_paint_volume_full (ClutterActor *self,
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line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
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line_ends[22] = pv->vertices[3]; line_ends[23] = pv->vertices[7];
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}
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}
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vbo = cogl_vertex_buffer_new (n_vertices);
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prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_LINES, n_vertices,
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cogl_vertex_buffer_add (vbo,
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(CoglVertexP3 *)line_ends);
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"gl_Vertex",
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3, /* n_components */
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COGL_ATTRIBUTE_TYPE_FLOAT,
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FALSE, /* normalized */
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0, /* stride */
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line_ends);
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cogl_material_set_color (outline, color);
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cogl_material_set_color (outline, color);
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cogl_set_source (outline);
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cogl_set_source (outline);
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cogl_vertex_buffer_draw (vbo, COGL_VERTICES_MODE_LINES,
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cogl_primitive_draw (prim);
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0 , n_vertices);
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cogl_object_unref (prim);
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cogl_object_unref (vbo);
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if (label)
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if (label)
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{
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{
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