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The CoglTexture constructors expose the "max-waste" argument for controlling the maximum amount of wasted areas for slicing or, if set to -1, disables slicing. Slicing is really relevant only for large images that are never repeated, so it's a useful feature only in controlled use cases. Specifying the amount of wasted area is, on the other hand, just a way to mess up this feature; 99% the times, you either pull this number out of thin air, hoping it's right, or you try to do the right thing and you choose the wrong number anyway. Instead, we can use the CoglTextureFlags to control whether the texture should not be sliced (useful for Clutter-GST and for the texture-from-pixmap actors) and provide a reasonable value for enabling the slicing ourself. At some point, we might even provide a way to change the default at compile time or at run time, for particular platforms. Since max_waste is gone, the :tile-waste property of ClutterTexture becomes read-only, and it proxies the cogl_texture_get_max_waste() function. Inside Clutter, the only cases where the max_waste argument was not set to -1 are in the Pango glyph cache (which is a POT texture anyway) and inside the test cases where we want to force slicing; for the latter we can create larger textures that will be bigger than the threshold we set. Signed-off-by: Emmanuele Bassi <ebassi@linux.intel.com> Signed-off-by: Robert Bragg <robert@linux.intel.com> Signed-off-by: Neil Roberts <neil@linux.intel.com> |
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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 |