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primitive: fix prototypes and start adding docs
This fixes the prototypes for the cogl_primitive_new_xyz functions and also adds documentation with examples for each one.
This commit is contained in:
parent
2a7e7fb6d3
commit
18e302c5cd
@ -39,7 +39,7 @@ G_BEGIN_DECLS
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/**
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/**
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* SECTION:cogl-primitive
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* SECTION:cogl-primitive
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* @short_description: Functions for creating, manipulating and drawing
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* @short_description: Functions for creating, manipulating and drawing
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* primitive
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* primitives
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*
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*
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* FIXME
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* FIXME
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*/
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*/
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@ -237,38 +237,323 @@ cogl_primitive_new_with_attributes_array (CoglVerticesMode mode,
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int n_vertices,
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int n_vertices,
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CoglVertexAttribute **attributes);
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CoglVertexAttribute **attributes);
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/**
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* cogl_primitive_new_p3:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP3Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position
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* attribute with a #CoglVertexAttribute and upload your data.
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*
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* For example to draw a convex polygon you can do:
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* |[
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* CoglP3Vertex triangle[] =
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* {
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* { 0, 300, 0 },
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* { 150, 0, 0 },
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* { 300, 300, 0 }
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* };
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* prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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CoglPrimitive *
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cogl_primitive_new_with_v3_attributes (CoglVerticesMode mode,
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cogl_primitive_new_p3 (CoglVerticesMode mode,
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int n_vertices,
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int n_vertices,
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const CoglP3Vertex *data);
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const CoglP3Vertex *data);
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/**
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* cogl_primitive_new_p2c4:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP2C4Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position
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* and color attributes with #CoglVertexAttribute<!-- -->s and upload
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* your data.
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*
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* For example to draw a convex polygon with a linear gradient you
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* can do:
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* |[
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* CoglP2C4Vertex triangle[] =
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* {
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* { 0, 300, 0xff, 0x00, 0x00, 0xff },
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* { 150, 0, 0x00, 0xff, 0x00, 0xff },
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* { 300, 300, 0xff, 0x00, 0x00, 0xff }
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* };
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* prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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CoglPrimitive *
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cogl_primitive_new_with_v2c4_attributes (CoglVerticesMode mode,
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cogl_primitive_new_p2c4 (CoglVerticesMode mode,
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int n_vertices,
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int n_vertices,
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const CoglP2C4Vertex *data);
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const CoglP2C4Vertex *data);
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/**
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* cogl_primitive_new_p3c4:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP3C4Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position
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* and color attributes with #CoglVertexAttribute<!-- -->s and upload
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* your data.
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*
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* For example to draw a convex polygon with a linear gradient you
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* can do:
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* |[
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* CoglP3C4Vertex triangle[] =
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* {
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* { 0, 300, 0, 0xff, 0x00, 0x00, 0xff },
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* { 150, 0, 0, 0x00, 0xff, 0x00, 0xff },
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* { 300, 300, 0, 0xff, 0x00, 0x00, 0xff }
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* };
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* prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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CoglPrimitive *
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cogl_primitive_new_with_v3c4_attributes (CoglVerticesMode mode,
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cogl_primitive_new_p3c4 (CoglVerticesMode mode,
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int n_vertices,
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int n_vertices,
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const CoglP3C4Vertex *data);
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const CoglP3C4Vertex *data);
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/**
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* cogl_primitive_new_p2t2:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP2T2Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position and
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* texture coordinate attributes with #CoglVertexAttribute<!-- -->s and
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* upload your data.
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*
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* For example to draw a convex polygon with texture mapping you can
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* do:
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* |[
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* CoglP2T2Vertex triangle[] =
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* {
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* { 0, 300, 0.0, 1.0},
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* { 150, 0, 0.5, 0.0},
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* { 300, 300, 1.0, 1.0}
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* };
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* prim = cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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CoglPrimitive *
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cogl_primitive_new_with_v2t2_attributes (CoglVerticesMode mode,
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cogl_primitive_new_p2t2 (CoglVerticesMode mode,
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int n_vertices,
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int n_vertices,
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const CoglP2T2Vertex *data);
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const CoglP2T2Vertex *data);
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/**
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* cogl_primitive_new_p3t2:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP3T2Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position and
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* texture coordinate attributes with #CoglVertexAttribute<!-- -->s and
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* upload your data.
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*
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* For example to draw a convex polygon with texture mapping you can
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* do:
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* |[
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* CoglP3T2Vertex triangle[] =
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* {
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* { 0, 300, 0, 0.0, 1.0},
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* { 150, 0, 0, 0.5, 0.0},
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* { 300, 300, 0, 1.0, 1.0}
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* };
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* prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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CoglPrimitive *
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cogl_primitive_new_with_v3t2_attributes (CoglVerticesMode mode,
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cogl_primitive_new_p3t2 (CoglVerticesMode mode,
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int n_vertices,
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int n_vertices,
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const CoglP3T2Vertex *data);
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const CoglP3T2Vertex *data);
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/**
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* cogl_primitive_new_p2t2c4:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP2T2C4Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position, texture
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* coordinate and color attributes with #CoglVertexAttribute<!-- -->s and
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* upload your data.
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*
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* For example to draw a convex polygon with texture mapping and a
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* linear gradient you can do:
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* |[
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* CoglP2T2C4Vertex triangle[] =
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* {
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* { 0, 300, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
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* { 150, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
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* { 300, 300, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
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* };
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* prim = cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
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CoglPrimitive *
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cogl_primitive_new_with_v2t2c4_attributes (CoglVerticesMode mode,
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cogl_primitive_new_p2t2c4 (CoglVerticesMode mode,
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int n_vertices,
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int n_vertices,
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const CoglP2T2C4Vertex *data);
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const CoglP2T2C4Vertex *data);
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/**
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* cogl_primitive_new_p3t2c4:
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* @mode: A #CoglVerticesMode defining how to draw the vertices
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* @n_vertices: The number of vertices to process when drawing
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* @data: An array of #CoglP3T2C4Vertex vertices
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*
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* Provides a convenient way to describe a primitive, such as a single
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* triangle strip or a triangle fan, that will internally allocate the
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* necessary #CoglVertexArray storage, describe the position, texture
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* coordinate and color attributes with #CoglVertexAttribute<!-- -->s and
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* upload your data.
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*
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* For example to draw a convex polygon with texture mapping and a
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* linear gradient you can do:
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* |[
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* CoglP3T2C4Vertex triangle[] =
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* {
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* { 0, 300, 0, 0.0, 1.0, 0xff, 0x00, 0x00, 0xff},
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* { 150, 0, 0, 0.5, 0.0, 0x00, 0xff, 0x00, 0xff},
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* { 300, 300, 0, 1.0, 1.0, 0xff, 0x00, 0x00, 0xff}
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* };
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* prim = cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
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* 3, triangle);
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* cogl_primitive_draw (prim);
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* ]|
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*
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* <note>The primitive API doesn't support drawing with sliced
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* textures (since switching between slices implies changing state and
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* so that implies multiple primitives need to be submitted). You
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* should pass the %COGL_TEXTURE_NO_SLICING flag to all textures that
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* might be used while drawing with this API. If your hardware doesn't
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* support non-power of two textures (For example you are using GLES
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* 1.1) then you will need to make sure your assets are resized to a
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* power-of-two size (though they don't have to be square)</note>
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*
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* Return value: A newly allocated #CoglPrimitive with a reference of
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* 1. This can be freed using cogl_object_unref().
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*
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* Since: 1.6
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* Stability: Unstable
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*/
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CoglPrimitive *
|
CoglPrimitive *
|
||||||
cogl_primitive_new_with_v3t2c4_attributes (CoglVerticesMode mode,
|
cogl_primitive_new_p3t2c4 (CoglVerticesMode mode,
|
||||||
int n_vertices,
|
int n_vertices,
|
||||||
const CoglP3T2C4Vertex *data);
|
const CoglP3T2C4Vertex *data);
|
||||||
int
|
int
|
||||||
|
Loading…
Reference in New Issue
Block a user