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[docs] Fixes for the API reference
* Add unused symbols * Document and sync argument names with their gtk-doc counterpart * Add missing descriptions
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@ -616,6 +616,11 @@ const GList *cogl_material_get_layers (CoglHandle material_handle);
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* CoglMaterialLayerType:
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* @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a
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* <link linkend="cogl-Textures">Cogl texture</link>
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*
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* Available types of layers for a #CoglMaterial. This enumeration
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* might be expanded in later versions.
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*
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* Since: 1.0
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*/
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typedef enum _CoglMaterialLayerType
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{
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@ -46,6 +46,10 @@ G_BEGIN_DECLS
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* CoglShaderType:
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* @COGL_SHADER_TYPE_VERTEX: A program for proccessing vertices
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* @COGL_SHADER_TYPE_FRAGMENT: A program for processing fragments
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*
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* Types of shaders
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*
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* Since: 1.0
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*/
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typedef enum _CoglShaderType
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{
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@ -132,8 +136,10 @@ void cogl_shader_get_info_log (CoglHandle handle,
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* cogl_shader_get_type:
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* @handle: #CoglHandle for a shader.
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*
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* Returns: COGL_SHADER_TYPE_VERTEX if the shader is a vertex processor
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* or COGL_SHADER_TYPE_FRAGMENT if the shader is a frament processor
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* Retrieves the type of a shader #CoglHandle
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*
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* Return value: %COGL_SHADER_TYPE_VERTEX if the shader is a vertex processor
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* or %COGL_SHADER_TYPE_FRAGMENT if the shader is a frament processor
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*/
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CoglShaderType cogl_shader_get_type (CoglHandle handle);
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@ -141,7 +147,9 @@ CoglShaderType cogl_shader_get_type (CoglHandle handle);
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* cogl_shader_is_compiled:
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* @handle: #CoglHandle for a shader.
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*
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* Returns: TRUE if the shader object has sucessfully be compiled else FALSE
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* Retrieves whether a shader #CoglHandle has been compiled
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*
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* Return value: %TRUE if the shader object has sucessfully be compiled
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*/
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gboolean cogl_shader_is_compiled (CoglHandle handle);
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@ -96,12 +96,17 @@ cogl_vertex_buffer_get_n_vertices (CoglHandle handle);
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/**
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* CoglAttributeType:
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* @COGL_ATTRIBUTE_TYPE_BYTE:
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* @COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE:
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* @COGL_ATTRIBUTE_TYPE_SHORT:
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* @COGL_ATTRIBUTE_TYPE_UNSIGNED_SHORT:
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* @COGL_ATTRIBUTE_TYPE_FLOAT:
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* @COGL_ATTRIBUTE_TYPE_BYTE: Data is the same size of a byte
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* @COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE: Data is the same size of an
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* unsigned byte
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* @COGL_ATTRIBUTE_TYPE_SHORT: Data is the same size of a short integer
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* @COGL_ATTRIBUTE_TYPE_UNSIGNED_SHORT: Data is the same size of
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* an unsigned short integer
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* @COGL_ATTRIBUTE_TYPE_FLOAT: Data is the same size of a float
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*
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* Data types for the components of cogl_vertex_buffer_add()
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*
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* Since: 1.0
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*/
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typedef enum _CoglAttributeType
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{
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@ -245,14 +250,18 @@ cogl_vertex_buffer_enable (CoglHandle handle,
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/**
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* CoglVerticesMode:
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* COGL_VERTICES_MODE_POINTS:
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* COGL_VERTICES_MODE_LINE_STRIP:
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* COGL_VERTICES_MODE_LINE_LOOP:
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* COGL_VERTICES_MODE_LINES:
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* COGL_VERTICES_MODE_TRIANGLE_STRIP:
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* COGL_VERTICES_MODE_TRIANGLE_FAN:
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* COGL_VERTICES_MODE_TRIANGLES:
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* @COGL_VERTICES_MODE_POINTS: FIXME, equivalent to %GL_POINTS
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* @COGL_VERTICES_MODE_LINE_STRIP: FIXME, equivalent to %GL_LINE_STRIP
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* @COGL_VERTICES_MODE_LINE_LOOP: FIXME, equivalent to %GL_LINE_LOOP
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* @COGL_VERTICES_MODE_LINES: FIXME, equivalent to %GL_LINES
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* @COGL_VERTICES_MODE_TRIANGLE_STRIP: FIXME, equivalent to %GL_TRIANGLE_STRIP
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* @COGL_VERTICES_MODE_TRIANGLE_FAN: FIXME, equivalent to %GL_TRIANGLE_FAN
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* @COGL_VERTICES_MODE_TRIANGLES: FIXME, equivalent to %GL_TRIANGLES
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*
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* How vertices passed to cogl_vertex_buffer_draw() and
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* cogl_vertex_buffer_draw_elements() should be interpreted
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*
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* Since: 1.0
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*/
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typedef enum _CoglVerticesMode
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{
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@ -412,6 +412,10 @@ void cogl_disable_fog (void);
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* @COGL_BUFFER_BIT_COLOR: Selects the primary color buffer
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* @COGL_BUFFER_BIT_DEPTH: Selects the depth buffer
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* @COGL_BUFFER_BIT_STENCIL: Selects the stencil buffer
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*
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* Types of auxiliary buffers
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*
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* Since: 1.0
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*/
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typedef enum _CoglBufferBit
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{
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@ -376,15 +376,9 @@ CoglMaterialLayerPrivFlags
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<SECTION>
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<FILE>cogl-material-internals</FILE>
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<TITLE>Material Internals</TITLE>
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cogl_material_get_cogl_enable_flags
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CoglMaterialFlushOption
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cogl_material_flush_gl_state
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CoglMaterialLayer
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cogl_material_get_layers
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CoglMaterialLayerType
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cogl_material_layer_get_type
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CoglMaterialLayerFlags
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cogl_material_layer_get_flags
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cogl_material_layer_get_texture
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cogl_material_layer_flush_gl_sampler_state
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</SECTION>
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