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When building actor relative transforms, instead of using the matrix stack to combine transformations and making assumptions about what is currently on the stack we now just explicitly initialize an identity matrix and apply transforms to that. This removes the full_vertex_t typedef for internal transformation code and we just use ClutterVertex. ClutterStage now implements apply_transform like any other actor now and the code we had in _cogl_setup_viewport has been moved to the stage's apply_transform instead. ClutterStage now tracks an explicit projection matrix and viewport geometry. The projection matrix is derived from the perspective whenever that changes, and the viewport is updated when the stage gets a new allocation. The SYNC_MATRICES mechanism has been removed in favour of _clutter_stage_dirty_viewport/projection() APIs that get used when switching between multiple stages to ensure cogl has the latest information about the onscreen framebuffer. |
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.. | ||
clutter-backend-win32.c | ||
clutter-backend-win32.h | ||
clutter-device-manager-win32.c | ||
clutter-device-manager-win32.h | ||
clutter-event-win32.c | ||
clutter-stage-win32.c | ||
clutter-stage-win32.h | ||
clutter-win32.h | ||
clutter-win32.pc.in | ||
invisible-cursor.cur | ||
Makefile.am | ||
resources.rc |