res = FALSE;
/* we start from the allocation */
- clutter_paint_volume_set_from_allocation (volume, self);
+ clutter_paint_volume_set_width (volume,
+ priv->allocation.x2 - priv->allocation.x1);
+ clutter_paint_volume_set_height (volume,
+ priv->allocation.y2 - priv->allocation.y1);
/* if the actor has a clip set then we have a pretty definite
* size for the paint volume: the actor cannot possibly paint
clutter_actor_get_allocation_box (self, &box);
+ /* we only set the width and height, as the paint volume is defined
+ * to be relative to the actor's modelview, which means that the
+ * allocation's origin has already been applied
+ */
clutter_paint_volume_set_width (volume, box.x2 - box.x1);
clutter_paint_volume_set_height (volume, box.y2 - box.y1);
* Sets the #ClutterPaintVolume from the allocation of @actor.
*
* This function should be used when overriding the
- * <function>get_paint_volume()</function> by #ClutterActor sub-classes that do
- * not paint outside their allocation.
+ * #ClutterActorClass.get_paint_volume() by #ClutterActor sub-classes
+ * that do not paint outside their allocation.
*
* A typical example is:
*
* whose members cannot be directly accessed.
*
* A <structname>ClutterPaintVolume</structname> represents an
- * a bounding volume whos internal representation isn't defined but
+ * a bounding volume whose internal representation isn't defined but
* can be set and queried in terms of an axis aligned bounding box.
*
+ * A <structname>ClutterPaintVolume</structname> for a #ClutterActor
+ * is defined to be relative from the current actor modelview matrix.
+ *
* Other internal representation and methods for describing the
* bounding volume may be added in the future.
*