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THIS IS A WORK IN PROGRESS Mesa is building a big shader when using ARB_texture_env_combine. The idea is to bypass that computation, do it ourselves and cache the compiled program in a CoglMaterial. For now that feature can be enabled by setting the COGL_PIPELINE environment variable to "arbfp". COGL_SHOW_FP_SOURCE can be set to a non empty string to dump the fragment program source too. TODO: * fog (really easy, using OPTION) * support tex env combiner operands, DOT3, ADD_SIGNED, INTERPOLATE combine modes (need refactoring the generation of temporary variables) (not too hard) * alpha testing for GLES 2.0? |
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cogl | ||
doc | ||
pango | ||
Makefile.am |