*
* You should understand that a framebuffer owns the following state:
* <itemizedlist>
- * <li>The projection matrix</li>
- * <li>The modelview matrix stack</li>
- * <li>The viewport</li>
- * <li>The clip stack</li>
+ * <listitem><simpara>The projection matrix</simpara></listitem>
+ * <listitem><simpara>The modelview matrix stack</simpara></listitem>
+ * <listitem><simpara>The viewport</simpara></listitem>
+ * <listitem><simpara>The clip stack</simpara></listitem>
* </itemizedlist>
* So these items will automatically be saved and restored when you
* push and pop between different framebuffers.
* cogl_set_viewport (0, 0, width, height);
* cogl_perspective (fovy, aspect, z_near, z_far);
*
- * cogl_get_projection_matrix (&projection_matrix);
+ * cogl_get_projection_matrix (&projection_matrix);
* z_camera = 0.5 * projection_matrix.xx;
*
- * cogl_matrix_init_identity (&mv_matrix);
- * cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
- * cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
- * cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
- * cogl_set_modelview_matrix (&mv_matrix);
+ * cogl_matrix_init_identity (&mv_matrix);
+ * cogl_matrix_translate (&mv_matrix, -0.5f, -0.5f, -z_camera);
+ * cogl_matrix_scale (&mv_matrix, 1.0f / width, -1.0f / height, 1.0f / width);
+ * cogl_matrix_translate (&mv_matrix, 0.0f, -1.0 * height, 0.0f);
+ * cogl_set_modelview_matrix (&mv_matrix);
* }
*
* static void
- * my_init_framebuffer (CoglHandle framebuffer,
+ * my_init_framebuffer (ClutterStage *stage,
+ * CoglHandle framebuffer,
* unsigned int framebuffer_width,
* unsigned int framebuffer_height)
* {
- * ClutterActor *stage = clutter_stage_get_default ();
* ClutterPerspective perspective;
*
- * clutter_stage_get_perspective (CLUTTER_STAGE (stage), &perspective);
+ * clutter_stage_get_perspective (stage, &perspective);
*
* cogl_push_framebuffer (framebuffer);
* setup_viewport (framebuffer_width,
* framebuffer_height,
- * perspective->fovy,
+ * perspective.fovy,
* perspective.aspect,
* perspective.z_near,
* perspective.z_far);
- * cogl_pop_framebuffer ();
* }
* ]|
*
clutter_texture_set_from_rgb_data
clutter_texture_set_from_yuv_data
clutter_texture_set_area_from_rgb_data
+
+<SUBSECTION>
clutter_texture_get_base_size
clutter_texture_get_pixel_format
clutter_texture_get_max_tile_waste
+
+<SUBSECTION>
clutter_texture_get_filter_quality
clutter_texture_set_filter_quality
clutter_texture_get_cogl_texture
clutter_texture_set_load_async
clutter_texture_get_load_data_async
clutter_texture_set_load_data_async
+clutter_texture_get_pick_with_alpha
+clutter_texture_set_pick_with_alpha
<SUBSECTION Standard>
CLUTTER_TEXTURE