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e689d01800
The depth cueing through GL fog has been broken for a long while, now. The fog-related API in Clutter is ridiculously limited, and harks back to simpler times; the ClutterFog structure is not enough to express all the GL fog machinery, and required application code to connect to the Stage's paint implementation and drop into Cogl directly. Additionally, the fixed pipeline fog machinery in GL simply does not work with premultiplied alpha, unless you use a shader - and in that case it would only work for textures. Let's deprecate it, and just don't do anything if somebody has the brilliant idea of setting the :use-fog property to TRUE. |
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.. | ||
clutter-actor.h | ||
clutter-backend.h | ||
clutter-behaviour-depth.c | ||
clutter-behaviour-depth.h | ||
clutter-behaviour-ellipse.c | ||
clutter-behaviour-ellipse.h | ||
clutter-behaviour-opacity.c | ||
clutter-behaviour-opacity.h | ||
clutter-behaviour-path.c | ||
clutter-behaviour-path.h | ||
clutter-behaviour-rotate.c | ||
clutter-behaviour-rotate.h | ||
clutter-behaviour-scale.c | ||
clutter-behaviour-scale.h | ||
clutter-behaviour.c | ||
clutter-behaviour.h | ||
clutter-fixed.c | ||
clutter-fixed.h | ||
clutter-frame-source.c | ||
clutter-frame-source.h | ||
clutter-group.h | ||
clutter-keysyms.h | ||
clutter-main.h | ||
clutter-score.c | ||
clutter-score.h | ||
clutter-shader.c | ||
clutter-shader.h | ||
clutter-stage.h | ||
clutter-timeout-interval.c | ||
clutter-timeout-interval.h | ||
clutter-timeout-pool.c | ||
clutter-timeout-pool.h |