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This adds three new texture backends. - CoglTexture2D: This is a trimmed down version of CoglTexture2DSliced which only supports a single texture and only works with the GL_TEXTURE_2D target. The code is a lot simpler so it has a less overheads than dealing with slices. Cogl will use this wherever possible. - CoglSubTexture: This is used to get a CoglHandle to represent a subregion of another texture. The texture can be used as if it was a standalone texture but it does not need to copy the resources. - CoglAtlasTexture: This collects RGB and RGBA textures into a single GL texture with the aim of reducing texture state changes and increasing batching. The backend will try to manage the atlas and may move the textures around to close gaps in the texture. By default all textures will be placed in the atlas. |
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.. | ||
common | ||
cookbook | ||
manual | ||
reference | ||
clutter-actor-invariants.txt | ||
CODING_STYLE | ||
HACKING | ||
HACKING.backends | ||
Makefile.am | ||
RELEASING |