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The number of material layers enabled when logging a quad in the journal determines the stride of the corresponding vertex data (since we need a set of texture coordinates for each layer.) By padding data in the case where we have only one layer we can avoid a change in stride if we are mixing single and double layer primitives in a scene (e.g. relevent for a composite manager that may use 2 layers for all shaped windows) Avoiding stride changes means we can minimize calls to gl{Vertex,Color}Pointer when flushing the journal. Since we need to update the texcoord pointers when the actual number of layers changes, this adds another batch_and_call() stage to deal with glTexCoordPointer and enabling/disabling the client arrays. |
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.. | ||
common | ||
gl | ||
gles | ||
cogl-bitmap.h | ||
cogl-color.h | ||
cogl-debug.h | ||
cogl-deprecated.h | ||
cogl-fixed.h | ||
cogl-material.h | ||
cogl-matrix.h | ||
cogl-offscreen.h | ||
cogl-path.h | ||
cogl-shader.h | ||
cogl-texture.h | ||
cogl-types.h | ||
cogl-vertex-buffer.h | ||
cogl.h.in | ||
cogl.pc.in | ||
Makefile.am | ||
TODO |