CoglHandle cogl_texture;
ClutterFixed t_w, t_h;
guint tex_width, tex_height;
- CoglHandle cogl_material;
priv = CLUTTER_CLONE_TEXTURE (self)->priv;
* updates. Needed for TFP and likely FBOs.
* Potentially could cause issues
*/
- if (!clutter_actor_get_paint_visibility(parent_texture))
+ if (!clutter_actor_get_paint_visibility (parent_texture))
{
CLUTTER_SET_PRIVATE_FLAGS(parent_texture,
CLUTTER_TEXTURE_IN_CLONE_PAINT);
#define COGL_HANDLE_DEFINE(TypeName, type_name, handle_array) \
\
- static CoglHandle * \
- _cogl_##type_name##_handle_from_pointer (Cogl##TypeName *obj) \
- { \
- return (CoglHandle)obj; \
- } \
- \
static gint \
_cogl_##type_name##_handle_find (CoglHandle handle) \
{ \
*/
static CoglMaterialLayer *
_cogl_material_get_layer (CoglMaterial *material,
- gint index,
- gboolean create_if_not_found)
+ gint index_,
+ gboolean create_if_not_found)
{
CoglMaterialLayer *layer;
GList *tmp;
{
layer =
_cogl_material_layer_pointer_from_handle ((CoglHandle)tmp->data);
- if (layer->index == index)
+ if (layer->index == index_)
return layer;
/* The layers are always sorted, so at this point we know this layer
* doesn't exist */
- if (layer->index > index)
+ if (layer->index > index_)
break;
}
/* NB: if we now insert a new layer before tmp, that will maintain order.
layer = g_new0 (CoglMaterialLayer, 1);
layer->ref_count = 1;
- layer->index = index;
+ layer->index = index_;
layer->flags = COGL_MATERIAL_LAYER_FLAG_DEFAULT_COMBINE;
layer->texture = COGL_INVALID_HANDLE;
layer = tmp->data;
if (layer->index == layer_index)
{
- CoglHandle handle =
- _cogl_material_layer_handle_from_pointer (layer);
+ CoglHandle handle = (CoglHandle) layer;
cogl_material_layer_unref (handle);
material->layers = g_list_remove (material->layers, layer);
continue;
cogl_texture_new_from_data (1, /* width */
1, /* height */
-1, /* max waste */
- FALSE, /* auto mipmap */
+ COGL_TEXTURE_NONE, /* flags */
COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888,
0, /* auto calc row stride */
- &default_texture_data);
+ default_texture_data);
_context->default_gl_texture_rect_tex =
cogl_texture_new_from_data (1, /* width */
1, /* height */
-1, /* max waste */
- FALSE, /* auto mipmap */
+ COGL_TEXTURE_NONE, /* flags */
COGL_PIXEL_FORMAT_RGBA_8888, /* data format */
/* internal format */
COGL_PIXEL_FORMAT_RGBA_8888,
0, /* auto calc row stride */
- &default_texture_data);
+ default_texture_data);
cogl_set_source (_context->default_material);
cogl_material_flush_gl_state (_context->source_material, NULL);
rects[i].tex_coords,
rects[i].tex_coords_len))
{
- const GList *layers;
- CoglHandle tex_handle;
+ CoglHandle first_layer, tex_handle;
CoglTexture *texture;
- layers = cogl_material_get_layers (material);
- tex_handle =
- cogl_material_layer_get_texture ((CoglHandle)layers->data);
+ first_layer = cogl_material_get_layers (material)->data;
+ tex_handle = cogl_material_layer_get_texture (first_layer);
texture = _cogl_texture_pointer_from_handle (tex_handle);
_cogl_texture_sliced_quad (texture,
material,
test_cogl_multitexture_main (int argc, char *argv[])
{
ClutterTimeline *timeline;
- ClutterAlpha *alpha;
ClutterBehaviour *r_behave;
ClutterActor *stage;
ClutterColor stage_color = { 0x61, 0x56, 0x56, 0xff };