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docs: Use "Cogl" not "COGL" in Cogl API reference
Cogl isn't an acronym so we should use "Cogl" instead of "COGL" in our documentation.
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@ -18,7 +18,7 @@ General notes and rules on clutter core hacking;
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- Properties should always be in floating point (never fixed point).
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The preferred precision is double for angles, and single precision
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for size and position -- especially if they have to be passed down
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to COGL.
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to Cogl.
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- Properties should use pixels whenever is possible. Dimensional and
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positional properties can also use ClutterParamSpecUnits to define
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@ -41,11 +41,11 @@ General notes and rules on clutter core hacking;
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- Private, non-static functions must begin with an underscore and
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be declared inside clutter-private.h.
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- Don't add direct GL calls but add API to COGL (both GL and GL|ES
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- Don't add direct GL calls but add API to Cogl (both GL and GL|ES
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versions if possible).
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- Use the CLUTTER_NOTE() macro for debug statements in Clutter, and
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the COGL_NOTE() macro for debug statements in COGL. If necessary,
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the COGL_NOTE() macro for debug statements in Cogl. If necessary,
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add a value inside ClutterDebugFlags or CoglDebugFlags to specify
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the debug section.
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@ -66,7 +66,7 @@
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<varlistentry>
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<term>COGL_DEBUG</term>
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<listitem>
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<para>Enables debugging modes for COGL.</para>
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<para>Enables debugging modes for Cogl.</para>
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</listitem>
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</varlistentry>
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</variablelist>
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@ -130,11 +130,11 @@
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<varlistentry>
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<term>--cogl-debug=FLAGS</term>
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<listitem><para>Equivalent of COGL_DEBUG. Sets FLAGS as the
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COGL debugging flags.</para></listitem>
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Cogl debugging flags.</para></listitem>
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</varlistentry>
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<varlistentry>
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<term>--cogl-no-debug=FLAGS</term>
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<listitem><para>Unsets FLAGS from the COGL debugging
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<listitem><para>Unsets FLAGS from the Cogl debugging
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flags.</para></listitem>
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</varlistentry>
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<varlistentry>
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@ -385,16 +385,15 @@ foo_actor_allocate (ClutterActor *actor,
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<title>Painting and picking</title>
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<para>The <classname>ClutterActor</classname>::paint() method should be
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overridden if the actor needs to control its drawing process, either by
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using the Clutter GL and GLES abstraction library (COGL) or by directly
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using the GL or GLES API.</para>
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overridden if the actor needs to control its drawing process, by
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painting other child actors or drawing with the Cogl 3D graphics
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API.</para>
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<example id="simple-actor-paint-example">
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<title>Paint implementation of a simple actor</title>
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<para>In this example, the <classname>FooActor</classname>
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implementation of the paint() virtual function is drawing a rectangle
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with rounded corners with a custom color. The COGL API is used, to
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allow portability between GL and GLES platforms.</para>
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with rounded corners with a custom color using the Cogl API.</para>
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<programlisting>
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static void
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foo_actor_paint (ClutterActor *actor)
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@ -6,8 +6,8 @@
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<book id="index" xmlns:xi="http://www.w3.org/2003/XInclude">
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<bookinfo>
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<title>COGL Reference Manual</title>
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<releaseinfo>for COGL &version;</releaseinfo>
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<title>Cogl Reference Manual</title>
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<releaseinfo>for Cogl &version;</releaseinfo>
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<copyright>
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<year>2008</year>
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@ -45,12 +45,12 @@
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</bookinfo>
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<chapter>
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<title>COGL - GL Abstraction API</title>
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<title>Cogl - GL Abstraction API</title>
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<section id="cogl-intro">
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<title>About COGL</title>
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<title>About Cogl</title>
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<para>COGL is a low level OpenGL abstraction library developed for (and
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<para>Cogl is a low level OpenGL abstraction library developed for (and
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part of) Clutter. It is used primarily by Clutter to provide a common
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rendering API that works transparently across OpenGL >=1.4,
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OpenGL ES 1.1 and OpenGL ES 2.0.</para>
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@ -75,12 +75,12 @@
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</chapter>
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<chapter>
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<title>COGL experimental API</title>
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<title>Cogl experimental API</title>
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<section id="cogl-experimental">
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<title>About the experimental API</title>
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<para>COGL has some experimental API developers are welcomed to play
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<para>Cogl has some experimental API developers are welcomed to play
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with. The main drawback when using those is that there is no API
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stability guarantee, functions flagged as experimental could be changed
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or removed in future versions of the library. To use this experimental
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