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Neil Roberts
ec718d4ca4
Rename the third texure coordinate from 'r' to 'p'
Using 'r' to name the third component is problematic because that is commonly used to represent the red component of a vector representing a color. Under GLSL this is awkward because the texture swizzling for a vector uses a single letter for each component and the names for colors, textures and positions are synonymous. GLSL works around this by naming the components of the texture s, t, p and q. Cogl already effectively already exposes this naming because it exposes GLSL so it makes sense to use that naming consistently. Another alternative could be u, v and w. This is what Blender and Direct3D use. However the w component conflicts with the w component of a position vertex.
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