From 851d628cf8fe89ab28d66f790ad98db766831e37 Mon Sep 17 00:00:00 2001 From: Emmanuele Bassi Date: Thu, 19 Nov 2009 13:31:38 +0000 Subject: [PATCH] docs: Documentation fixes for CoglMaterial Clean up the references, the docbook tags, and the style to fit in with the rest of the API references for Cogl and Clutter. --- clutter/cogl/cogl/cogl-material.h | 404 +++++++++++++++++++------------------- 1 file changed, 205 insertions(+), 199 deletions(-) diff --git a/clutter/cogl/cogl/cogl-material.h b/clutter/cogl/cogl/cogl-material.h index 0fa44d4..5e4527d 100644 --- a/clutter/cogl/cogl/cogl-material.h +++ b/clutter/cogl/cogl/cogl-material.h @@ -46,32 +46,23 @@ G_BEGIN_DECLS /** * CoglMaterialFilter: * @COGL_MATERIAL_FILTER_NEAREST: Measuring in manhatten distance from the, - * current pixel center, use the nearest texture - * texel. + * current pixel center, use the nearest texture texel * @COGL_MATERIAL_FILTER_LINEAR: Use the weighted average of the 4 texels - * nearest the current pixel center. + * nearest the current pixel center * @COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST: Select the mimap level whose - * texel size most closely matches - * the current pixel, and use the - * COGL_MATERIAL_FILTER_NEAREST - * criterion. + * texel size most closely matches the current pixel, and use the + * %COGL_MATERIAL_FILTER_NEAREST criterion * @COGL_MATERIAL_FILTER_LINEAR_MIPMAP_NEAREST: Select the mimap level whose - * texel size most closely matches - * the current pixel, and use the - * COGL_MATERIAL_FILTER_LINEAR - * criterion. + * texel size most closely matches the current pixel, and use the + * %COGL_MATERIAL_FILTER_LINEAR criterion * @COGL_MATERIAL_FILTER_NEAREST_MIPMAP_LINEAR: Select the two mimap levels - * whose texel size most closely - * matches the current pixel, use - * the COGL_MATERIAL_FILTER_NEAREST - * criterion on each one and take - * their weighted average. + * whose texel size most closely matches the current pixel, use + * the %COGL_MATERIAL_FILTER_NEAREST criterion on each one and take + * their weighted average * @COGL_MATERIAL_FILTER_LINEAR_MIPMAP_LINEAR: Select the two mimap levels - * whose texel size most closely - * matches the current pixel, use - * the COGL_MATERIAL_FILTER_LINEAR - * criterion on each one and take - * their weighted average. + * whose texel size most closely matches the current pixel, use + * the %COGL_MATERIAL_FILTER_LINEAR criterion on each one and take + * their weighted average * * Texture filtering is used whenever the current pixel maps either to more * than one texture element (texel) or less than one. These filter enums @@ -79,8 +70,7 @@ G_BEGIN_DECLS * possibly referring to multiple neighbouring texels and taking a weighted * average or simply using the nearest texel. */ -typedef enum _CoglMaterialFilter -{ +typedef enum { COGL_MATERIAL_FILTER_NEAREST = GL_NEAREST, COGL_MATERIAL_FILTER_LINEAR = GL_LINEAR, COGL_MATERIAL_FILTER_NEAREST_MIPMAP_NEAREST = GL_NEAREST_MIPMAP_NEAREST, @@ -94,19 +84,23 @@ typedef enum _CoglMaterialFilter * * Allocates and initializes a blank white material * - * Returns: a handle to the new material + * Return value: a handle to the new material */ CoglHandle cogl_material_new (void); +#ifndef COGL_DISABLE_DEPRECATED + /** * cogl_material_ref: * @handle: a @CoglHandle. * * Increment the reference count for a cogl material. * - * Returns: the @handle. + * Return value: the @handle. * * Since: 1.0 + * + * Deprecated: 1.2: Use cogl_handle_ref() instead */ CoglHandle cogl_material_ref (CoglHandle handle); @@ -117,16 +111,20 @@ CoglHandle cogl_material_ref (CoglHandle handle); * Decrement the reference count for a cogl material. * * Since: 1.0 + * + * Deprecated: 1.2: Use cogl_handle_unref() instead */ void cogl_material_unref (CoglHandle handle); +#endif /* COGL_DISABLE_DEPRECATED */ + /** * cogl_is_material: * @handle: A CoglHandle * * Gets whether the given handle references an existing material object. * - * Returns: %TRUE if the handle references a #CoglMaterial, + * Return value: %TRUE if the handle references a #CoglMaterial, * %FALSE otherwise */ gboolean cogl_is_material (CoglHandle handle); @@ -136,7 +134,7 @@ gboolean cogl_is_material (CoglHandle handle); * @material: A CoglMaterial object * @color: The components of the color * - * This is the basic color of the material, used when no lighting is enabled. + * Sets the basic color of the material, used when no lighting is enabled. * * Note that if you don't add any layers to the material then the color * will be blended unmodified with the destination; the default blend @@ -147,7 +145,7 @@ gboolean cogl_is_material (CoglHandle handle); * * Since: 1.0 */ -void cogl_material_set_color (CoglHandle material, +void cogl_material_set_color (CoglHandle material, const CoglColor *color); /** @@ -158,7 +156,7 @@ void cogl_material_set_color (CoglHandle material, * @blue: The blue component * @alpha: The alpha component * - * This is the basic color of the material, used when no lighting is enabled. + * Sets the basic color of the material, used when no lighting is enabled. * * The default value is (0xff, 0xff, 0xff, 0xff) * @@ -178,7 +176,7 @@ void cogl_material_set_color4ub (CoglHandle material, * @blue: The blue component * @alpha: The alpha component * - * This is the basic color of the material, used when no lighting is enabled. + * Sets the basic color of the material, used when no lighting is enabled. * * The default value is (1.0, 1.0, 1.0, 1.0) * @@ -193,9 +191,9 @@ void cogl_material_set_color4f (CoglHandle material, /** * cogl_material_get_color: * @material: A CoglMaterial object - * @color: The location to store the color + * @color: (out): The location to store the color * - * This retrieves the current material color. + * Retrieves the current material color. * * Since: 1.0 */ @@ -207,11 +205,12 @@ void cogl_material_get_color (CoglHandle material, * @material: A CoglMaterial object * @ambient: The components of the desired ambient color * - * Exposing the standard OpenGL lighting model; this function sets - * the material's ambient color. The ambient color affects the overall - * color of the object. Since the diffuse color will be intense when - * the light hits the surface directly, the ambient will most aparent - * where the light hits at a slant. + * Sets the material's ambient color, in the standard OpenGL lighting + * model. The ambient color affects the overall color of the object. + * + * Since the diffuse color will be intense when the light hits the surface + * directly, the ambient will be most apparent where the light hits at a + * slant. * * The default value is (0.2, 0.2, 0.2, 1.0) * @@ -225,7 +224,7 @@ void cogl_material_set_ambient (CoglHandle material, * @material: A CoglMaterial object * @ambient: The location to store the ambient color * - * This retrieves the materials current ambient color. + * Retrieves the current ambient color for @material * * Since: 1.0 */ @@ -237,10 +236,9 @@ void cogl_material_get_ambient (CoglHandle material, * @material: A CoglMaterial object * @diffuse: The components of the desired diffuse color * - * Exposing the standard OpenGL lighting model; this function sets - * the material's diffuse color. The diffuse color is most intense - * where the light hits the surface directly; perpendicular to the - * surface. + * Sets the material's diffuse color, in the standard OpenGL lighting + * model. The diffuse color is most intense where the light hits the + * surface directly - perpendicular to the surface. * * The default value is (0.8, 0.8, 0.8, 1.0) * @@ -254,7 +252,7 @@ void cogl_material_set_diffuse (CoglHandle material, * @material: A CoglMaterial object * @diffuse: The location to store the diffuse color * - * This retrieves the materials current diffuse color. + * Retrieves the current diffuse color for @material * * Since: 1.0 */ @@ -266,10 +264,11 @@ void cogl_material_get_diffuse (CoglHandle material, * @material: A CoglMaterial object * @color: The components of the desired ambient and diffuse colors * - * This is a convenience for setting the diffuse and ambient color - * of the material at the same time. + * Conveniently sets the diffuse and ambient color of @material at the same + * time. See cogl_material_set_ambient() and cogl_material_set_diffuse(). * * The default ambient color is (0.2, 0.2, 0.2, 1.0) + * * The default diffuse color is (0.8, 0.8, 0.8, 1.0) * * Since: 1.0 @@ -282,10 +281,9 @@ void cogl_material_set_ambient_and_diffuse (CoglHandle material, * @material: A CoglMaterial object * @specular: The components of the desired specular color * - * Exposing the standard OpenGL lighting model; this function sets - * the material's specular color. The intensity of the specular color - * depends on the viewport position, and is brightest along the lines - * of reflection. + * Sets the material's specular color, in the standard OpenGL lighting + * model. The intensity of the specular color depends on the viewport + * position, and is brightest along the lines of reflection. * * The default value is (0.0, 0.0, 0.0, 1.0) * @@ -299,7 +297,7 @@ void cogl_material_set_specular (CoglHandle material, * @material: A CoglMaterial object * @specular: The location to store the specular color * - * This retrieves the materials current specular color. + * Retrieves the materials current specular color. * * Since: 1.0 */ @@ -311,9 +309,9 @@ void cogl_material_get_specular (CoglHandle material, * @material: A CoglMaterial object * @shininess: The desired shininess; range: [0.0, 1.0] * - * This function sets the materials shininess which determines how - * specular highlights are calculated. A higher shininess will produce - * smaller brigher highlights. + * Sets the materials shininess, in the standard OpenGL lighting model, + * which determines how specular highlights are calculated. A higher + * @shininess will produce smaller brigher highlights. * * The default value is 0.0 * @@ -325,7 +323,7 @@ void cogl_material_set_shininess (CoglHandle material, * cogl_material_get_shininess: * @material: A CoglMaterial object * - * This retrieves the materials current emission color. + * Retrieves the materials current emission color. * * Return value: The materials current shininess value * @@ -338,9 +336,9 @@ float cogl_material_get_shininess (CoglHandle material); * @material: A CoglMaterial object * @emission: The components of the desired emissive color * - * Exposing the standard OpenGL lighting model; this function sets - * the material's emissive color. It will look like the surface is - * a light source emitting this color. + * Sets the material's emissive color, in the standard OpenGL lighting + * model. It will look like the surface is a light source emitting this + * color. * * The default value is (0.0, 0.0, 0.0, 1.0) * @@ -354,7 +352,7 @@ void cogl_material_set_emission (CoglHandle material, * @material: A CoglMaterial object * @emission: The location to store the emission color * - * This retrieves the materials current emission color. + * Retrieves the materials current emission color. * * Since: 1.0 */ @@ -365,23 +363,17 @@ void cogl_material_get_emission (CoglHandle material, * CoglMaterialAlphaFunc: * @COGL_MATERIAL_ALPHA_FUNC_NEVER: Never let the fragment through. * @COGL_MATERIAL_ALPHA_FUNC_LESS: Let the fragment through if the incoming - * alpha value is less than the reference alpha - * value. + * alpha value is less than the reference alpha value * @COGL_MATERIAL_ALPHA_FUNC_EQUAL: Let the fragment through if the incoming - * alpha value equals the reference alpha - * value. + * alpha value equals the reference alpha value * @COGL_MATERIAL_ALPHA_FUNC_LEQUAL: Let the fragment through if the incoming - * alpha value is less than or equal to the - * reference alpha value. + * alpha value is less than or equal to the reference alpha value * @COGL_MATERIAL_ALPHA_FUNC_GREATER: Let the fragment through if the incoming - * alpha value is greater than the reference - * alpha value. + * alpha value is greater than the reference alpha value * @COGL_MATERIAL_ALPHA_FUNC_NOTEQUAL: Let the fragment through if the incoming - * alpha value does not equal the reference - * alpha value. + * alpha value does not equal the reference alpha value * @COGL_MATERIAL_ALPHA_FUNC_GEQUAL: Let the fragment through if the incoming - * alpha value is greater than or equal to the - * reference alpha value. + * alpha value is greater than or equal to the reference alpha value. * @COGL_MATERIAL_ALPHA_FUNC_ALWAYS: Always let the fragment through. * * Alpha testing happens before blending primitives with the framebuffer and @@ -389,8 +381,7 @@ void cogl_material_get_emission (CoglHandle material, * incoming alpha value and a reference alpha value. The #CoglMaterialAlphaFunc * determines how the comparison is done. */ -typedef enum _CoglMaterialAlphaFunc -{ +typedef enum { COGL_MATERIAL_ALPHA_FUNC_NEVER = GL_NEVER, COGL_MATERIAL_ALPHA_FUNC_LESS = GL_LESS, COGL_MATERIAL_ALPHA_FUNC_EQUAL = GL_EQUAL, @@ -406,7 +397,7 @@ typedef enum _CoglMaterialAlphaFunc * @material: A CoglMaterial object * @alpha_func: A @CoglMaterialAlphaFunc constant * @alpha_reference: A reference point that the chosen alpha function uses - * to compare incoming fragments to. + * to compare incoming fragments to. * * Before a primitive is blended with the framebuffer, it goes through an * alpha test stage which lets you discard fragments based on the current @@ -414,7 +405,7 @@ typedef enum _CoglMaterialAlphaFunc * the alpha channel, and thus determine which fragments are discarded * and which continue on to the blending stage. * - * The default is COGL_MATERIAL_ALPHA_FUNC_ALWAYS + * The default is %COGL_MATERIAL_ALPHA_FUNC_ALWAYS * * Since: 1.0 */ @@ -426,16 +417,16 @@ void cogl_material_set_alpha_test_function (CoglHandle material, * cogl_material_set_blend: * @material: A CoglMaterial object * @blend_string: A Cogl blend string - * describing the desired blend function. - * @error: A GError that may report lack of driver support if you give - * separate blend string statements for the alpha channel and RGB - * channels since some drivers or backends such as GLES 1.1 dont - * support this. May be %NULL, in which case a warning will be - * printed out if an error is encountered. - * - * If not already familiar; please refer - * here for an overview of what blend - * strings are and there syntax. + * describing the desired blend function. + * @error: return location for a #GError that may report lack of driver + * support if you give separate blend string statements for the alpha + * channel and RGB channels since some drivers, or backends such as + * GLES 1.1, don't support this feature. May be %NULL, in which case a + * warning will be printed out using GLib's logging facilities if an + * error is encountered. + * + * If not already familiar; please refer here + * for an overview of what blend strings are, and their syntax. * * Blending occurs after the alpha test function, and combines fragments with * the framebuffer. @@ -443,19 +434,20 @@ void cogl_material_set_alpha_test_function (CoglHandle material, * Currently the only blend function Cogl exposes is ADD(). So any valid * blend statements will be of the form: * - * - * <channel-mask>=ADD(SRC_COLOR*(<factor>), DST_COLOR*(<factor>)) - * + * |[ + * <channel-mask>=ADD(SRC_COLOR*(<factor>), DST_COLOR*(<factor>)) + * ]| * - * The brackets around blend factors are currently not optional! + * The brackets around blend factors are currently not + * optional! * * This is the list of source-names usable as blend factors: * - * SRC_COLOR: The color of the in comming fragment - * DST_COLOR: The color of the framebuffer - * - * CONSTANT: The constant set via cogl_material_set_blend_constant() + * SRC_COLOR: The color of the in comming fragment + * DST_COLOR: The color of the framebuffer + * CONSTANT: The constant set via cogl_material_set_blend_constant() * + * * The source names can be used according to the * color-source and factor syntax, * so for example "(1-SRC_COLOR[A])" would be a valid factor, as would @@ -463,37 +455,45 @@ void cogl_material_set_alpha_test_function (CoglHandle material, * * These can also be used as factors: * - * 0: (0, 0, 0, 0) - * 1: (1, 1, 1, 1) - * SRC_ALPHA_SATURATE_FACTOR: (f,f,f,1) - * where f=MIN(SRC_COLOR[A],1-DST_COLOR[A]) + * 0: (0, 0, 0, 0) + * 1: (1, 1, 1, 1) + * SRC_ALPHA_SATURATE_FACTOR: (f,f,f,1) where f = MIN(SRC_COLOR[A],1-DST_COLOR[A]) * - * - * Remember; all color components are normalized to the range [0, 1] before - * computing the result of blending. - * - *
- * Examples - * Blend a non-premultiplied source over a destination with - * premultiplied alpha: - * + * + * Remember; all color components are normalized to the range [0, 1] + * before computing the result of blending. + * + * + * Blend Strings/1 + * Blend a non-premultiplied source over a destination with + * premultiplied alpha: + * * "RGB = ADD(SRC_COLOR*(SRC_COLOR[A]), DST_COLOR*(1-SRC_COLOR[A]))" * "A = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))" - * - * Blend a premultiplied source over a destination with premultiplied alpha: - * + * + * + * + * + * Blend Strings/2 + * Blend a premultiplied source over a destination with + * premultiplied alpha + * * "RGBA = ADD(SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))" - * - *
+ * + * * * The default blend string is: - * "RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A]))" + * |[ + * RGBA = ADD (SRC_COLOR, DST_COLOR*(1-SRC_COLOR[A])) + * ]| + * * That gives normal alpha-blending when the calculated color for the material * is in premultiplied form. * - * Returns: TRUE if the blend string was successfully parsed, and the described - * blending is supported by the underlying driver/hardware. If there - * was an error, it returns FALSE. + * Return value: %TRUE if the blend string was successfully parsed, and the + * described blending is supported by the underlying driver/hardware. If + * there was an error, %FALSE is returned and @error is set accordingly (if + * present). * * Since: 1.0 */ @@ -538,7 +538,7 @@ void cogl_material_set_layer (CoglHandle material, CoglHandle texture); /** - * cogl_material_add_texture: + * cogl_material_remove_layer: * @material: A CoglMaterial object * @layer_index: Specifies the layer you want to remove * @@ -553,10 +553,10 @@ void cogl_material_remove_layer (CoglHandle material, * @material: A CoglMaterial object * @layer_index: Specifies the layer you want define a combine function for * @blend_string: A Cogl blend string - * describing the desired texture combine function. - * @error: A #GError that may report parse errors or lack of GPU/driver support. - * May be %NULL, in which case a warning will be printed out if an - * error is encountered. + * describing the desired texture combine function. + * @error: A #GError that may report parse errors or lack of GPU/driver + * support. May be %NULL, in which case a warning will be printed out if an + * error is encountered. * * If not already familiar; you can refer * here for an overview of what blend @@ -564,74 +564,79 @@ void cogl_material_remove_layer (CoglHandle material, * * These are all the functions available for texture combining: * - * REPLACE(arg0) = arg0 - * MODULATE(arg0, arg1) = arg0 x arg1 - * ADD(arg0, arg1) = arg0 + arg1 - * ADD_SIGNED(arg0, arg1) = arg0 + arg1 - 0.5 - * INTERPOLATE(arg0, arg1, arg2) = - * arg0 x arg2 + arg1 x (1 - arg2) - * SUBTRACT(arg0, arg1) = arg0 - arg1 - * - * DOT3_RGB(arg0, arg1) = - * - * 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) + - * (arg0[G] - 0.5)) * (arg1[G] - 0.5) + - * (arg0[B] - 0.5)) * (arg1[B] - 0.5)) - * - * - * DOT3_RGBA(arg0, arg1) = - * - * 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) + - * (arg0[G] - 0.5)) * (arg1[G] - 0.5) + - * (arg0[B] - 0.5)) * (arg1[B] - 0.5)) - * - * + * REPLACE(arg0) = arg0 + * MODULATE(arg0, arg1) = arg0 x arg1 + * ADD(arg0, arg1) = arg0 + arg1 + * ADD_SIGNED(arg0, arg1) = arg0 + arg1 - 0.5 + * INTERPOLATE(arg0, arg1, arg2) = arg0 x arg2 + arg1 x (1 - arg2) + * SUBTRACT(arg0, arg1) = arg0 - arg1 + * + * + * DOT3_RGB(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) + + * (arg0[G] - 0.5)) * (arg1[G] - 0.5) + + * (arg0[B] - 0.5)) * (arg1[B] - 0.5)) + * + * + * + * + * DOT3_RGBA(arg0, arg1) = 4 x ((arg0[R] - 0.5)) * (arg1[R] - 0.5) + + * (arg0[G] - 0.5)) * (arg1[G] - 0.5) + + * (arg0[B] - 0.5)) * (arg1[B] - 0.5)) + * + * * * * Refer to the * color-source syntax for * describing the arguments. The valid source names for texture combining * are: - * - * - * TEXTURE: Use the color from the current texture layer - * - * - * TEXTURE_0, TEXTURE_1, etc: Use the color from the specified texture layer - * - * - * CONSTANT: Use the color from the constant given with - * cogl_material_set_layer_constant() - * - * - * PRIMARY: Use the color of the material as set with cogl_material_set_color() - * - * - * PREVIOUS: Either use the texture color from the previous layer, or if this - * is layer 0, use the color of the material as set with - * cogl_material_set_color() - * - * - * - * Example - * This is effectively what the default blending is: - * |[ + * + * + * TEXTURE + * Use the color from the current texture layer + * + * + * TEXTURE_0, TEXTURE_1, etc + * Use the color from the specified texture layer + * + * + * CONSTANT + * Use the color from the constant given with + * cogl_material_set_layer_constant() + * + * + * PRIMARY + * Use the color of the material as set with + * cogl_material_set_color() + * + * + * PREVIOUS + * Either use the texture color from the previous layer, or + * if this is layer 0, use the color of the material as set with + * cogl_material_set_color() + * + * + * + * + * Layer Combine Examples + * This is effectively what the default blending is: + * * RGBA = MODULATE (PREVIOUS, TEXTURE) - * ]| - * This could be used to cross-fade between two images, using the alpha - * component of a constant as the interpolator. The constant color - * is given by calling cogl_material_set_layer_constant. - * |[ + * + * This could be used to cross-fade between two images, using + * the alpha component of a constant as the interpolator. The constant + * color is given by calling cogl_material_set_layer_constant. + * * RGBA = INTERPOLATE (PREVIOUS, TEXTURE, CONSTANT[A]) - * ]| + * * * * You can't give a multiplication factor for arguments as you can * with blending. * - * Returns: %TRUE if the blend string was successfully parsed, and the + * Return value: %TRUE if the blend string was successfully parsed, and the * described texture combining is supported by the underlying driver and - * or hardware. If there was an error, it returns FALSE. + * or hardware. On failure, %FALSE is returned and @error is set * * Since: 1.0 */ @@ -677,7 +682,7 @@ void cogl_material_set_layer_matrix (CoglHandle material, * This function lets you access a materials internal list of layers * for iteration. * - * Returns: (element-type Handle) (transfer none): A list of + * Return value: (element-type Handle) (transfer none): A list of * #CoglHandle's that can be passed to the cogl_material_layer_* * functions. The list is owned by COGL and it should not be modified or * freed @@ -690,7 +695,7 @@ G_CONST_RETURN GList *cogl_material_get_layers (CoglHandle material); * * Retrieves the number of layers defined for the given @material * - * Returns: the number of layers + * Return value: the number of layers * * Since: 1.0 */ @@ -699,20 +704,21 @@ int cogl_material_get_n_layers (CoglHandle material); /** * CoglMaterialLayerType: * @COGL_MATERIAL_LAYER_TYPE_TEXTURE: The layer represents a - * Cogl texture + * texture * * Available types of layers for a #CoglMaterial. This enumeration * might be expanded in later versions. * * Since: 1.0 */ -typedef enum { /*< prefix=COGL_MATERIAL_LAYER_TYPE >*/ +typedef enum { COGL_MATERIAL_LAYER_TYPE_TEXTURE } CoglMaterialLayerType; + /** * cogl_material_layer_get_type: - * @layer_handle: A #CoglHandle for a material layer + * @layer: A #CoglHandle for a material layer * * Retrieves the type of the layer * @@ -721,48 +727,49 @@ typedef enum { /*< prefix=COGL_MATERIAL_LAYER_TYPE >*/ * based layers in the future, you should write code that checks the type * first. * - * Returns: the type of the layer + * Return value: the type of the layer */ -CoglMaterialLayerType cogl_material_layer_get_type (CoglHandle layer_handle); +CoglMaterialLayerType cogl_material_layer_get_type (CoglHandle layer); /** * cogl_material_layer_get_texture: - * @layer_handle: A #CoglHandle for a material layer + * @layer: A #CoglHandle for a material layer * - * This lets you extract a CoglTexture handle for a specific layer. + * Extracts a texture handle for a specific layer. * - * In the future, we may support purely GLSL based layers which will - * likely return %COGL_INVALID_HANDLE if you try to get the texture. - * Considering this, you can call cogl_material_layer_get_type first, - * to check it is of type %COGL_MATERIAL_LAYER_TYPE_TEXTURE. + * In the future Cogl may support purely GLSL based layers; for those + * layers this function which will likely return %COGL_INVALID_HANDLE if you + * try to get the texture handle from them. Considering this scenario, you + * should call cogl_material_layer_get_type() first in order check it is of + * type %COGL_MATERIAL_LAYER_TYPE_TEXTURE before calling this function. * - * Returns: a #CoglHandle for the texture inside @layer_handle + * Return value: a #CoglHandle for the texture inside the layer */ -CoglHandle cogl_material_layer_get_texture (CoglHandle layer_handle); +CoglHandle cogl_material_layer_get_texture (CoglHandle layer); /** * cogl_material_layer_get_min_filter: - * @layer_handle: a #CoglHandle for a material layer + * @layer: a #CoglHandle for a material layer * - * Query the currently set downscaling filter for a cogl material layer. + * Queries the currently set downscaling filter for a material layer * - * Returns: the current downscaling filter for a cogl material layer. + * Return value: the current downscaling filter */ -CoglMaterialFilter cogl_material_layer_get_min_filter (CoglHandle layer_handle); +CoglMaterialFilter cogl_material_layer_get_min_filter (CoglHandle layer); /** * cogl_material_layer_get_mag_filter: - * @layer_handle: a #CoglHandle for a material layer + * @layer: a #CoglHandle for a material layer * - * Query the currently set downscaling filter for a cogl material layer. + * Queries the currently set downscaling filter for a material later * - * Returns: the current downscaling filter for a cogl material layer. + * Return value: the current downscaling filter */ -CoglMaterialFilter cogl_material_layer_get_mag_filter (CoglHandle layer_handle); +CoglMaterialFilter cogl_material_layer_get_mag_filter (CoglHandle layer); /** * cogl_material_set_layer_filters: - * @handle: a #CoglHandle to a material. + * @material: a #CoglHandle to a material. * @layer_index: the layer number to change. * @min_filter: the filter used when scaling a texture down. * @mag_filter: the filter used when magnifying a texture. @@ -770,7 +777,7 @@ CoglMaterialFilter cogl_material_layer_get_mag_filter (CoglHandle layer_handle); * Changes the decimation and interpolation filters used when a texture is * drawn at other scales than 100%. */ -void cogl_material_set_layer_filters (CoglHandle handle, +void cogl_material_set_layer_filters (CoglHandle material, gint layer_index, CoglMaterialFilter min_filter, CoglMaterialFilter mag_filter); @@ -778,4 +785,3 @@ void cogl_material_set_layer_filters (CoglHandle handle, G_END_DECLS #endif /* __COGL_MATERIAL_H__ */ - -- 2.7.4