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Replace cogl_color_set_from_* with cogl_color_init_from_*
The former is not yet "officially" deprecated by the latter, but it's confusing to have them both in the code base.
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@@ -316,11 +316,11 @@ clutter_stage_paint (ClutterActor *self)
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/* we use the real alpha to clear the stage if :use-alpha is
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* set; the effect depends entirely on how the Clutter backend
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*/
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cogl_color_set_from_4ub (&stage_color,
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priv->color.red,
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priv->color.green,
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priv->color.blue,
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priv->use_alpha ? real_alpha
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cogl_color_init_from_4ub (&stage_color,
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priv->color.red,
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priv->color.green,
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priv->color.blue,
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priv->use_alpha ? real_alpha
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: 255);
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cogl_color_premultiply (&stage_color);
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@@ -2082,11 +2082,11 @@ clutter_stage_set_use_fog (ClutterStage *stage,
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*
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* /* set the fog color to the stage background color */
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* clutter_stage_get_color (CLUTTER_STAGE (actor), &stage_color);
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* cogl_color_set_from_4ub (&fog_color,
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* stage_color.red,
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* stage_color.green,
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* stage_color.blue,
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* stage_color.alpha);
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* cogl_color_init_from_4ub (&fog_color,
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* stage_color.red,
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* stage_color.green,
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* stage_color.blue,
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* stage_color.alpha);
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*
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* /* enable fog */
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* cogl_set_fog (&fog_color,
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@@ -2096,15 +2096,13 @@ clutter_stage_set_use_fog (ClutterStage *stage,
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* }
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* ]|
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*
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* Note: The fogging functions only work correctly when the visible actors use
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* unmultiplied alpha colors. By default Cogl will premultiply textures
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* and cogl_set_source_color will premultiply colors, so unless you
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* explicitly load your textures requesting an unmultiplied
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* internal_format and use cogl_material_set_color you can only use
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* fogging with fully opaque actors.
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*
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* We can look to improve this in the future when we can depend on
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* fragment shaders.
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* <note>The fogging functions only work correctly when the visible actors use
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* unmultiplied alpha colors. By default Cogl will premultiply textures and
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* cogl_set_source_color() will premultiply colors, so unless you explicitly
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* load your textures requesting an unmultiplied internal format and use
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* cogl_material_set_color() you can only use fogging with fully opaque actors.
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* Support for premultiplied colors will improve in the future when we can
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* depend on fragment shaders.</note>
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*
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* Since: 0.6
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*/
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