[cogl-pango-display-list] Use GL_TRIANGLES under GLES

GLES doesn't support GL_QUADS. This patch makes it use GL_TRIANGLES
instead in that case. Unfortunately this means submitting two extra
vertices per quad. It could be better to use indexed elements once
CoglVertexBuffers gains support for that.
This commit is contained in:
Neil Roberts 2009-05-21 15:49:14 +01:00
parent 3fc64dfaa7
commit 7e18109f9b

View File

@ -41,6 +41,13 @@ typedef enum
typedef struct _CoglPangoDisplayListNode CoglPangoDisplayListNode;
typedef struct _CoglPangoDisplayListVertex CoglPangoDisplayListVertex;
#ifdef HAVE_CLUTTER_GLX
#define COGL_PANGO_DISPLAY_LIST_DRAW_MODE GL_QUADS
#else
/* GLES doesn't support GL_QUADS so we use GL_TRIANGLES instead */
#define COGL_PANGO_DISPLAY_LIST_DRAW_MODE GL_TRIANGLES
#endif
struct _CoglPangoDisplayList
{
CoglColor color;
@ -177,6 +184,24 @@ _cogl_pango_display_list_add_texture (CoglPangoDisplayList *dl,
verts->y = y_1;
verts->t_x = tx_2;
verts->t_y = ty_1;
#ifndef HAVE_CLUTTER_GLX
/* GLES doesn't support GL_QUADS so we use GL_TRIANGLES instead with
two extra vertices per quad. FIXME: It might be better to use
indexed elements here but cogl vertex buffers don't currently
support storing the indices */
g_array_set_size (node->d.texture.verts,
node->d.texture.verts->len + 2);
verts = &g_array_index (node->d.texture.verts,
CoglPangoDisplayListVertex,
node->d.texture.verts->len - 6);
verts[4] = verts[0];
verts[5] = verts[2];
#endif /* HAVE_CLUTTER_GLX */
}
void
@ -246,7 +271,8 @@ _cogl_pango_display_list_render_texture (CoglHandle material,
}
cogl_vertex_buffer_draw (node->d.texture.vertex_buffer,
GL_QUADS, 0, node->d.texture.verts->len);
COGL_PANGO_DISPLAY_LIST_DRAW_MODE,
0, node->d.texture.verts->len);
}
void