Front/back seems like the wrong terminology when discussing
actors arranged in layers. Top/bottom fits better with Clutter
API function names and other recipes, so renamed variables.
Cross-fading between two images is straightforward,
but cycling between more than two is more efficient
if done by copying COGL textures between the
two textures, rather than trying to reposition the
textures.
The example demonstrates how to reuse a pair of
textures to cycle through multiple images.
Modified the code example for the Clutter API version
of the cross-fade to use the same command line
as the COGL version.
This also simplifies the explanation in the recipe.
Also made the COGL code sample more consistent with
the Clutter API code sample.
Added simple image viewer which loads image file names
from a directory, displays the first one, then displays
the next in the list with each key press. Uses the
primitive fade front in/fade back out approach.
Also adapted Emmanuele's example code which uses Cogl
to produce a similar effect, but within a single texture.
This code loads two images specified on the command
line and cross-fades between them.
The tests/accessibility, tests/micro-bench and the examples directory
in the coobook create a lot of non-installed binaries. Since we know who
they are, and we ignore them, we can auto-generate the ignore files as
well.
The rest of Clutter is covered by the main ignore file.
Weak materials are ones that don't take a reference on their parent and
they are associated with a callback that notifies when the material is
destroyed, because its parent was freed or modified.
More details can be found at:
http://wiki.clutter-project.org/wiki/CoglDesign/CoglMaterial
For now the concept is internal only but the plan is to make this public
at some point once we have tested the design internally.
* elliot/cookbook-events-mouse-scroll:
cookbook: Cleaning up grammar and wording in mouse scroll recipe
cookbook: Added more explanation about setting y coord on scrollable
cookbook: Mentioned the animation in the sample code
cookbook: Included video of the scroll example running
cookbook: Made stage slightly smaller for scroll event example
cookbook: Added video showing scrollable actor
cookbook: Added walk through of code example for mouse scroll
cookbook: Fixed link to example in mouse scroll recipe
cookbook: Simplified full scroll example
cookbook: Improved wording and formatting in mouse scroll intro.
cookbook: Handle all possible mouse scroll directions
cookbook: Build mouse scroll example with cookbook
cookbook: Cleaned up redundant comments in code example
cookbook: Added xmlns for XInclude to events docbook file
cookbook: Added basic mouse scroll recipe
This removes all references to SDL in the build instructions as the
backend is no longer available. The OpenGL version required is only
1.2 not 1.4. The Windows build instructions were out of date and have
been replaced with a link to the wiki instead.
Following the commits:
c03544da - clutter-shader: use cogl_program_set_uniform_xyz API
a26119b5 - tests: Remove use of cogl_program_use
Remove the users of cogl_program_uniform_* and cogl_program_use() in the
shader-based effects.
In the case where there is no error log for arbfp we were returning a
"" string literal. The other paths were using g_strdup to return a
string that could be freed with g_free. This makes the arbfp path return
g_strdup ("") instead.
There are quite a few if {} else {} blocks for dealing with arbfp else
glsl and the first block is guarded with #ifdef HAVE_COGL_GL. In this
case though the #endif was before the else so it wouldn't compile for
gles.
We need to include cogl-shader-private.h to have the
COGL_SHADER_TYPE_GLSL define. When building for opengl this wasn't
noticed probably because some other header indirectly includes this
file. It was a problem when building for gles2 though.
The removes the use of cogl_program_use which has been deprecated and
instead of using the cogl_program_uniform functions we now use the
cogl_program_set_uniform methods.
Instead of using the deprecated cogl_program_uniform_xyz functions we
now use the cogl_program_set_uniform methods. It looks like this should
also fix a problem with clutter-shader too in that previously we weren't
calling cogl_program_use before cogl_program_uniform_xyz so setting
uniforms would only work while the shader is enabled.
Instead of exposing an API that provides an OpenGL state machine style
where you first have to bind the program to the context using
cogl_program_use() followed by updating uniforms using
cogl_program_uniform_xyz we now have uniform setter methods that take an
explicit CoglHandle for the program.
This deprecates cogl_program_use and all the cogl_program_uniform
variants and provides the following replacements:
cogl_program_set_uniform_1i
cogl_program_set_uniform_1f
cogl_program_set_uniform_int
cogl_program_set_uniform_float
cogl_program_set_uniform_matrix
--quiet has been added to g-ir-scanner in the 0.9.1 cycle. We really
want to be able to compile clutter with 0.6.14 to be able to reuse
gir files that are distributed in current distributions.
Use the INTROSPECTION_SCANNER_ARGS (previously unused) variable to
convey --quiet when necessary.
Fixes: http://bugzilla.clutter-project.org/show_bug.cgi?id=2265
CoglAtlas chooses a fairly large default initial size of either
512x512 or 1024x1024 depending on the texture format. There is a
chance that this size will not be supported on some platforms which
would be catastrophic for the glyph cache because it would mean that
it would always fail to put any glyphs in the cache so text wouldn't
work. To fix this the atlas code now checks whether the chosen initial
size is supported by the texture driver and if not it will get halved
until it is supported.
Previously when creating a new rectangle map it would try increasingly
larger texture sizes until GL_MAX_TEXTURE_SIZE is reached. This is bad
because it queries state which should really be owned by the texture
driver. Also GL_MAX_TEXTURE_SIZE is often a conservative estimate so
larger texture sizes can be used if the proxy texture is queried
instead.
Previously each node in the rectangle map tree would store the total
remaining space in all of its children to use as an optimization when
adding nodes. With this it could skip an entire branch of the tree if
it knew there could never be enough space for the new node in the
branch. This modifies that slightly to instead store the largest
single gap. This allows it to skip a branch earlier because often
there would be a lot of small gaps which would add up to enough a
space for the new rectangle, but the space can't be used unless it is
in a single node.
The rectangle map still needs to keep track of the total remaining
space for the whole map for the debugging output so this has been
added back in to the CoglRectangleMap struct. There is a separate
debugging function to verify this value.