The symbol name for cogl_vertex_buffer_draw_elements was wrong so it
ended up with no documentation. The name for the vertex attribute was
incorrect in cogl_vertex_buffer_add.
The symbol name for cogl_vertex_buffer_draw_elements was wrong so it
ended up with no documentation. The name for the vertex attribute was
incorrect in cogl_vertex_buffer_add.
None of this code directly related to implementing CoglTextures, and the
code was needlessly duplicated between the GL and GLES backends. This moves
the cogl_rectangle* and cogl_polygon* code into common/cogl-primitives.c
makes which makes lot of sense since the two copies keep needlessly
diverging introducing or fixing bugs in one but not the other. For instance
I came accross one such bug regarding the enabling of texture units when
unifying the code.
None of this code directly related to implementing CoglTextures, and the
code was needlessly duplicated between the GL and GLES backends. This moves
the cogl_rectangle* and cogl_polygon* code into common/cogl-primitives.c
makes which makes lot of sense since the two copies keep needlessly
diverging introducing or fixing bugs in one but not the other. For instance
I came accross one such bug regarding the enabling of texture units when
unifying the code.
The gtk-doc had a copy and paste error, saying the float array should be 8
elements per rectangle instead of 4. There was also no newline in the gles
code before the new function.
The gtk-doc had a copy and paste error, saying the float array should be 8
elements per rectangle instead of 4. There was also no newline in the gles
code before the new function.
It's often nice to be able to draw a batch of vertices, even if these
have no texture coordinates. This add a cogl_rectangles, similar to
cogl_rectangles_with_texture_coords, only without.
It's often nice to be able to draw a batch of vertices, even if these
have no texture coordinates. This add a cogl_rectangles, similar to
cogl_rectangles_with_texture_coords, only without.
There's no need to enable the texture target unless it is going to be
used for rendering. Enabling it directly with glEnable calls confuses
Cogl's state caching.
This is a replacement for the patch in bug 1483 which was reverted.
This reverts commit f9d996a4603bef1f52e32e99f9f69a32b7c823ba.
The change from calling glBindTexture to using the material API with
cogl_material_flush_gl_state does not always work because it doesn't
necessarily leave the active texture unit as GL_TEXTURE0. For example,
if the previously rendered texture was multi-layered then the last
thing cogl_material_flush_gl_state will do is select GL_TEXTURE1 just
to disable it.
Clutter was complaining about netural width smaller than minimum widths
(differences around 0.0005) by using an epsilon value of 1e-4 for these
floating point comparisons, these warnings have now been silenced.
There is no need for a custom hsl to rgb converter since Clutter implements
this logic; originally it wasn't quite as optimal, but that has now been
fixed.
Using test-cogl-vertex-buffer as a test case which is CPU bound due to
hls -> rgb conversions this alternative algorithm looked to be ~10%
faster when tested on an X61s Lenovo.
2009-03-17 Alexander Shopov <ash@contact.bg>
* bg.po: Updated Bulgarian translation by
Alexander Shopov <ash@contact.bg>
svn path=/trunk/; revision=4220
2009-03-17 Alexander Shopov <ash@contact.bg>
* bg.po: Updated Bulgarian translation by
Alexander Shopov <ash@contact.bg>
svn path=/branches/gnome-2-26/; revision=4219
Queuing an animation on an actor cannot be done from within the
::completed signal handler, because we guarantee that the Animation
instance is valid and attached to the actor it animates for the
whole duration of the signal emission chain.
In order to queue animations you have to install an idle handler
on the main loop, and call clutter_actor_animate() inside it.
The documentation should be more clear about this caveat in the
memory management of ClutterAnimations created by the animate()
family of functions.