Primitives

Primitives — Functions for creating, manipulating and drawing primitives

Synopsis

                    CoglPrimitive;
CoglPrimitive *     cogl_primitive_new                  (CoglVerticesMode mode,
                                                         int n_vertices,
                                                         ...);
CoglPrimitive *     cogl_primitive_new_with_attributes  (CoglVerticesMode mode,
                                                         int n_vertices,
                                                         CoglAttribute **attributes,
                                                         int n_attributes);
CoglPrimitive *     cogl_primitive_new_p2               (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP2 *data);
CoglPrimitive *     cogl_primitive_new_p3               (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP3 *data);
CoglPrimitive *     cogl_primitive_new_p2c4             (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP2C4 *data);
CoglPrimitive *     cogl_primitive_new_p3c4             (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP3C4 *data);
CoglPrimitive *     cogl_primitive_new_p2t2             (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP2T2 *data);
CoglPrimitive *     cogl_primitive_new_p3t2             (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP3T2 *data);
CoglPrimitive *     cogl_primitive_new_p2t2c4           (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP2T2C4 *data);
CoglPrimitive *     cogl_primitive_new_p3t2c4           (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP3T2C4 *data);
CoglBool            cogl_is_primitive                   (void *object);
int                 cogl_primitive_get_first_vertex     (CoglPrimitive *primitive);
void                cogl_primitive_set_first_vertex     (CoglPrimitive *primitive,
                                                         int first_vertex);
int                 cogl_primitive_get_n_vertices       (CoglPrimitive *primitive);
void                cogl_primitive_set_n_vertices       (CoglPrimitive *primitive,
                                                         int n_vertices);
CoglVerticesMode    cogl_primitive_get_mode             (CoglPrimitive *primitive);
void                cogl_primitive_set_mode             (CoglPrimitive *primitive,
                                                         CoglVerticesMode mode);
void                cogl_primitive_set_attributes       (CoglPrimitive *primitive,
                                                         CoglAttribute **attributes,
                                                         int n_attributes);
CoglIndices *       cogl_primitive_get_indices          (CoglPrimitive *primitive);
void                cogl_primitive_set_indices          (CoglPrimitive *primitive,
                                                         CoglIndices *indices,
                                                         int n_indices);
CoglPrimitive *     cogl_primitive_copy                 (CoglPrimitive *primitive);
CoglBool            (*CoglPrimitiveAttributeCallback)   (CoglPrimitive *primitive,
                                                         CoglAttribute *attribute,
                                                         void *user_data);
void                cogl_primitive_foreach_attribute    (CoglPrimitive *primitive,
                                                         CoglPrimitiveAttributeCallback callback,
                                                         void *user_data);
void                cogl_primitive_draw                 (CoglPrimitive *primitive,
                                                         CoglFramebuffer *framebuffer,
                                                         CoglPipeline *pipeline);

Description

FIXME

Details

CoglPrimitive

typedef struct _CoglPrimitive CoglPrimitive;

cogl_primitive_new ()

CoglPrimitive *     cogl_primitive_new                  (CoglVerticesMode mode,
                                                         int n_vertices,
                                                         ...);

Combines a set of CoglAttributes with a specific draw mode and defines a vertex count so a CoglPrimitive object can be retained and drawn later with no addition information required.

The value passed as n_vertices will simply update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to process when drawing

... :

A NULL terminated list of attributes

Returns :

A newly allocated CoglPrimitive object. [transfer full]

Since 1.6

Stability Level: Unstable


cogl_primitive_new_with_attributes ()

CoglPrimitive *     cogl_primitive_new_with_attributes  (CoglVerticesMode mode,
                                                         int n_vertices,
                                                         CoglAttribute **attributes,
                                                         int n_attributes);

Combines a set of CoglAttributes with a specific draw mode and defines a vertex count so a CoglPrimitive object can be retained and drawn later with no addition information required.

The value passed as n_vertices will simply update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to process when drawing

attributes :

An array of CoglAttribute

n_attributes :

The number of attributes

Returns :

A newly allocated CoglPrimitive object. [transfer full]

Since 1.6

Stability Level: Unstable


cogl_primitive_new_p2 ()

CoglPrimitive *     cogl_primitive_new_p2               (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP2 *data);

Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary CoglAttributeBuffer storage, describe the position attribute with a CoglAttribute and upload your data.

For example to draw a convex polygon you can do:

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CoglVertexP2 triangle[] =
{
  { 0,   300 },
  { 150, 0,  },
  { 300, 300 }
};
prim = cogl_primitive_new_p2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
                              3, triangle);
cogl_primitive_draw (prim);

The value passed as n_vertices is initially used to determine how much can be read from data but it will also be used to update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

Note

The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)

context :

A CoglContext

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to read from data and also the number of vertices to read when later drawing.

data :

(type Cogl.VertexP2): An array of CoglVertexP2 vertices. [array length=n_vertices]

Returns :

A newly allocated CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). [transfer full]

Since 1.6

Stability Level: Unstable


cogl_primitive_new_p3 ()

CoglPrimitive *     cogl_primitive_new_p3               (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP3 *data);

Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary CoglAttributeBuffer storage, describe the position attribute with a CoglAttribute and upload your data.

For example to draw a convex polygon you can do:

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CoglVertexP3 triangle[] =
{
  { 0,   300, 0 },
  { 150, 0,   0 },
  { 300, 300, 0 }
};
prim = cogl_primitive_new_p3 (COGL_VERTICES_MODE_TRIANGLE_FAN,
                              3, triangle);
cogl_primitive_draw (prim);

The value passed as n_vertices is initially used to determine how much can be read from data but it will also be used to update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

Note

The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)

context :

A CoglContext

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to read from data and also the number of vertices to read when later drawing.

data :

(type Cogl.VertexP3): An array of CoglVertexP3 vertices. [array length=n_vertices]

Returns :

A newly allocated CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). [transfer full]

Since 1.6

Stability Level: Unstable


cogl_primitive_new_p2c4 ()

CoglPrimitive *     cogl_primitive_new_p2c4             (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP2C4 *data);

Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary CoglAttributeBuffer storage, describe the position and color attributes with CoglAttributes and upload your data.

For example to draw a convex polygon with a linear gradient you can do:

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CoglVertexP2C4 triangle[] =
{
  { 0,   300,  0xff, 0x00, 0x00, 0xff },
  { 150, 0,    0x00, 0xff, 0x00, 0xff },
  { 300, 300,  0xff, 0x00, 0x00, 0xff }
};
prim = cogl_primitive_new_p2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
                                3, triangle);
cogl_primitive_draw (prim);

The value passed as n_vertices is initially used to determine how much can be read from data but it will also be used to update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

Note

The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)

context :

A CoglContext

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to read from data and also the number of vertices to read when later drawing.

data :

(type Cogl.VertexP2C4): An array of CoglVertexP2C4 vertices. [array length=n_vertices]

Returns :

A newly allocated CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). [transfer full]

Since 1.6

Stability Level: Unstable


cogl_primitive_new_p3c4 ()

CoglPrimitive *     cogl_primitive_new_p3c4             (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP3C4 *data);

Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary CoglAttributeBuffer storage, describe the position and color attributes with CoglAttributes and upload your data.

For example to draw a convex polygon with a linear gradient you can do:

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CoglVertexP3C4 triangle[] =
{
  { 0,   300, 0,  0xff, 0x00, 0x00, 0xff },
  { 150, 0,   0,  0x00, 0xff, 0x00, 0xff },
  { 300, 300, 0,  0xff, 0x00, 0x00, 0xff }
};
prim = cogl_primitive_new_p3c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
                                3, triangle);
cogl_primitive_draw (prim);

The value passed as n_vertices is initially used to determine how much can be read from data but it will also be used to update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

Note

The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)

context :

A CoglContext

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to read from data and also the number of vertices to read when later drawing.

data :

(type Cogl.VertexP3C4): An array of CoglVertexP3C4 vertices. [array length=n_vertices]

Returns :

A newly allocated CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). [transfer full]

Since 1.6

Stability Level: Unstable


cogl_primitive_new_p2t2 ()

CoglPrimitive *     cogl_primitive_new_p2t2             (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP2T2 *data);

Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary CoglAttributeBuffer storage, describe the position and texture coordinate attributes with CoglAttributes and upload your data.

For example to draw a convex polygon with texture mapping you can do:

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CoglVertexP2T2 triangle[] =
{
  { 0,   300,  0.0, 1.0},
  { 150, 0,    0.5, 0.0},
  { 300, 300,  1.0, 1.0}
};
prim = cogl_primitive_new_p2t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
                                3, triangle);
cogl_primitive_draw (prim);

The value passed as n_vertices is initially used to determine how much can be read from data but it will also be used to update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

Note

The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)

context :

A CoglContext

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to read from data and also the number of vertices to read when later drawing.

data :

(type Cogl.VertexP2T2): An array of CoglVertexP2T2 vertices. [array length=n_vertices]

Returns :

A newly allocated CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). [transfer full]

Since 1.6

Stability Level: Unstable


cogl_primitive_new_p3t2 ()

CoglPrimitive *     cogl_primitive_new_p3t2             (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP3T2 *data);

Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary CoglAttributeBuffer storage, describe the position and texture coordinate attributes with CoglAttributes and upload your data.

For example to draw a convex polygon with texture mapping you can do:

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CoglVertexP3T2 triangle[] =
{
  { 0,   300, 0,  0.0, 1.0},
  { 150, 0,   0,  0.5, 0.0},
  { 300, 300, 0,  1.0, 1.0}
};
prim = cogl_primitive_new_p3t2 (COGL_VERTICES_MODE_TRIANGLE_FAN,
                                3, triangle);
cogl_primitive_draw (prim);

The value passed as n_vertices is initially used to determine how much can be read from data but it will also be used to update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

Note

The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)

context :

A CoglContext

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to read from data and also the number of vertices to read when later drawing.

data :

(type Cogl.VertexP3T2): An array of CoglVertexP3T2 vertices. [array length=n_vertices]

Returns :

A newly allocated CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). [transfer full]

Since 1.6

Stability Level: Unstable


cogl_primitive_new_p2t2c4 ()

CoglPrimitive *     cogl_primitive_new_p2t2c4           (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP2T2C4 *data);

Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary CoglAttributeBuffer storage, describe the position, texture coordinate and color attributes with CoglAttributes and upload your data.

For example to draw a convex polygon with texture mapping and a linear gradient you can do:

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CoglVertexP2T2C4 triangle[] =
{
  { 0,   300,  0.0, 1.0,  0xff, 0x00, 0x00, 0xff},
  { 150, 0,    0.5, 0.0,  0x00, 0xff, 0x00, 0xff},
  { 300, 300,  1.0, 1.0,  0xff, 0x00, 0x00, 0xff}
};
prim = cogl_primitive_new_p2t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
                                  3, triangle);
cogl_primitive_draw (prim);

The value passed as n_vertices is initially used to determine how much can be read from data but it will also be used to update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

Note

The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)

context :

A CoglContext

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to read from data and also the number of vertices to read when later drawing.

data :

(type Cogl.VertexP2T2C4): An array of CoglVertexP2T2C4 vertices. [array length=n_vertices]

Returns :

A newly allocated CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). [transfer full]

Since 1.6

Stability Level: Unstable


cogl_primitive_new_p3t2c4 ()

CoglPrimitive *     cogl_primitive_new_p3t2c4           (CoglContext *context,
                                                         CoglVerticesMode mode,
                                                         int n_vertices,
                                                         const CoglVertexP3T2C4 *data);

Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary CoglAttributeBuffer storage, describe the position, texture coordinate and color attributes with CoglAttributes and upload your data.

For example to draw a convex polygon with texture mapping and a linear gradient you can do:

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CoglVertexP3T2C4 triangle[] =
{
  { 0,   300, 0,  0.0, 1.0,  0xff, 0x00, 0x00, 0xff},
  { 150, 0,   0,  0.5, 0.0,  0x00, 0xff, 0x00, 0xff},
  { 300, 300, 0,  1.0, 1.0,  0xff, 0x00, 0x00, 0xff}
};
prim = cogl_primitive_new_p3t2c4 (COGL_VERTICES_MODE_TRIANGLE_FAN,
                                  3, triangle);
cogl_primitive_draw (prim);

The value passed as n_vertices is initially used to determine how much can be read from data but it will also be used to update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to read when drawing.

Note

The primitive API doesn't support drawing with sliced textures (since switching between slices implies changing state and so that implies multiple primitives need to be submitted). You should pass the COGL_TEXTURE_NO_SLICING flag to all textures that might be used while drawing with this API. If your hardware doesn't support non-power of two textures (For example you are using GLES 1.1) then you will need to make sure your assets are resized to a power-of-two size (though they don't have to be square)

context :

A CoglContext

mode :

A CoglVerticesMode defining how to draw the vertices

n_vertices :

The number of vertices to read from data and also the number of vertices to read when later drawing.

data :

(type Cogl.VertexP3T2C4): An array of CoglVertexP3T2C4 vertices. [array length=n_vertices]

Returns :

A newly allocated CoglPrimitive with a reference of 1. This can be freed using cogl_object_unref(). [transfer full]

Since 1.6

Stability Level: Unstable


cogl_is_primitive ()

CoglBool            cogl_is_primitive                   (void *object);

Gets whether the given object references a CoglPrimitive.

object :

A CoglObject

Returns :

TRUE if the object references a CoglPrimitive, FALSE otherwise

Since 1.6

Stability Level: Unstable


cogl_primitive_get_first_vertex ()

int                 cogl_primitive_get_first_vertex     (CoglPrimitive *primitive);

cogl_primitive_set_first_vertex ()

void                cogl_primitive_set_first_vertex     (CoglPrimitive *primitive,
                                                         int first_vertex);

cogl_primitive_get_n_vertices ()

int                 cogl_primitive_get_n_vertices       (CoglPrimitive *primitive);

Queries the number of vertices to read when drawing the given primitive. Usually this value is implicitly set when associating vertex data or indices with a CoglPrimitive.

If cogl_primitive_set_indices() has been used to associate a sequence of CoglIndices with the given primitive then the number of vertices to read can also be phrased as the number of indices to read.

Note

To be clear; it doesn't refer to the number of vertices - in terms of data - associated with the primitive it's just the number of vertices to read and draw.

primitive :

A CoglPrimitive object

Returns :

The number of vertices to read when drawing.

Since 1.8

Stability Level: Unstable


cogl_primitive_set_n_vertices ()

void                cogl_primitive_set_n_vertices       (CoglPrimitive *primitive,
                                                         int n_vertices);

Specifies how many vertices should be read when drawing the given primitive.

Usually this value is set implicitly when associating vertex data or indices with a CoglPrimitive.

Note

To be clear; it doesn't refer to the number of vertices - in terms of data - associated with the primitive it's just the number of vertices to read and draw.

primitive :

A CoglPrimitive object

n_vertices :

The number of vertices to read when drawing.

Since 1.8

Stability Level: Unstable


cogl_primitive_get_mode ()

CoglVerticesMode    cogl_primitive_get_mode             (CoglPrimitive *primitive);

cogl_primitive_set_mode ()

void                cogl_primitive_set_mode             (CoglPrimitive *primitive,
                                                         CoglVerticesMode mode);

cogl_primitive_set_attributes ()

void                cogl_primitive_set_attributes       (CoglPrimitive *primitive,
                                                         CoglAttribute **attributes,
                                                         int n_attributes);

Replaces all the attributes of the given CoglPrimitive object.

primitive :

A CoglPrimitive object

attributes :

an array of CoglAttribute pointers

n_attributes :

the number of elements in attributes

Since 1.6

Stability Level: Unstable


cogl_primitive_get_indices ()

CoglIndices *       cogl_primitive_get_indices          (CoglPrimitive *primitive);

primitive :

A CoglPrimitive

Returns :

the indices that were set with cogl_primitive_set_indices() or NULL if no indices were set. [transfer none]

Since 1.10

Stability Level: Unstable


cogl_primitive_set_indices ()

void                cogl_primitive_set_indices          (CoglPrimitive *primitive,
                                                         CoglIndices *indices,
                                                         int n_indices);

Associates a sequence of CoglIndices with the given primitive.

CoglIndices provide a way to virtualize your real vertex data by providing a sequence of indices that index into your real vertex data. The GPU will walk though the index values to indirectly lookup the data for each vertex instead of sequentially walking through the data directly. This lets you save memory by indexing shared data multiple times instead of duplicating the data.

The value passed as n_indices will simply update the CoglPrimitive n_vertices property as if cogl_primitive_set_n_vertices() were called. This property defines the number of vertices to draw or, put another way, how many indices should be read from indices when drawing.

Note

The CoglPrimitivefirst_vertex property also affects drawing with indices by defining the first entry of the indices to start drawing from.

primitive :

A CoglPrimitive

indices :

A CoglIndices array

n_indices :

The number of indices to reference when drawing

Since 1.10

Stability Level: Unstable


cogl_primitive_copy ()

CoglPrimitive *     cogl_primitive_copy                 (CoglPrimitive *primitive);

Makes a copy of an existing CoglPrimitive. Note that the primitive is a shallow copy which means it will use the same attributes and attribute buffers as the original primitive.

primitive :

A primitive copy

Returns :

the new primitive. [transfer full]

Since 1.10

Stability Level: Unstable


CoglPrimitiveAttributeCallback ()

CoglBool            (*CoglPrimitiveAttributeCallback)   (CoglPrimitive *primitive,
                                                         CoglAttribute *attribute,
                                                         void *user_data);

The callback prototype used with cogl_primitive_foreach_attribute() for iterating all the attributes of a CoglPrimitive.

The function should return TRUE to continue iteration or FALSE to stop.

primitive :

The CoglPrimitive whose attributes are being iterated

attribute :

The CoglAttribute

user_data :

The private data passed to cogl_primitive_foreach_attribute()

Since 1.10

Stability Level: Unstable


cogl_primitive_foreach_attribute ()

void                cogl_primitive_foreach_attribute    (CoglPrimitive *primitive,
                                                         CoglPrimitiveAttributeCallback callback,
                                                         void *user_data);

Iterates all the attributes of the given CoglPrimitive.

primitive :

A CoglPrimitive object

callback :

A CoglPrimitiveAttributeCallback to be called for each attribute. [scope call]

user_data :

Private data that will be passed to the callback. [closure]

Since 1.10

Stability Level: Unstable


cogl_primitive_draw ()

void                cogl_primitive_draw                 (CoglPrimitive *primitive,
                                                         CoglFramebuffer *framebuffer,
                                                         CoglPipeline *pipeline);

Draws the given primitive geometry to the specified destination framebuffer using the graphics processing state described by pipeline.

This drawing api doesn't support high-level meta texture types such as CoglTexture2DSliced so it is the user's responsibility to ensure that only low-level textures that can be directly sampled by a GPU such as CoglTexture2D, CoglTextureRectangle or CoglTexture3D are associated with layers of the given pipeline.

primitive :

A CoglPrimitive geometry object

framebuffer :

A destination CoglFramebuffer

pipeline :

A CoglPipeline state object

Since 1.16

Stability Level: Unstable