Age | Commit message (Collapse) | Author | Files | Lines |
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Remove obsolete functions and add offscreen pixmaps methods in glx
section.
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Add EXTRA_DIST files only if backend is enbled to avoid error to build
dist if cgl is not enabled.
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Fix sed regular expression to avoid bad replace when used a custom
prefix install which contains glitz.
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Add missing texture from pixmap feature in glitzinfo print_features.
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Add offscreen pixmap support, on glitz side it works like pbuffer. You
can create an offscreen pixmap from an another drawable with
glitz_create_pixmap_drawable and you can bind its contents into surface
with glitz_surface_bind_tex_image/glitz_surface_release_tex_image.
For now only glx backend implement offscreen pixmap, its allow to
create directly an offscreen pixmap or to create from XPixmap.
This patch add also glx accessor to get XDrawable, XDisplay and XScreen
of glx drawable.
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Use the first format find by glitz instead search the format match the
visual with 32 bits depth. The glx sort format allow it's the better
format for render.
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Contruct docs on build on each build to be sure they are updated on
commit.
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Add visual depth setting in drawable format, because the depth size and
depth can be differ. This parameter allow to select more easily a format
for a visual depth.
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Add scanline order settings in drawable format to indicate the y
coordinate order of drawable framebuffer.
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Add CGL documentation section.
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The backend is mostly derived from the AGL backend, but allows creating
drawable on Cocoa NSView objects (*not* NSOpenGLView: the latter is
mostly a NSView + OpenGL contexts and pixel formats, which glitz manages
on its own). All the added files are Objective-C (.m).
The only changes with respect to the AGL backend were in the pixel
format queries that: 1) need to use CGL directly in order to avoid
logging messages for unavailable formats; 2) needed some tweaking in
order to find no-depth, no-stencil pbuffer formats (the new pbuffer
format discovery code actually does not need it, but it's better
to be safe; 3) have a slightly different sort order that is nicer (as
seen in the output of glitzinfo).
The renderer test's Objective-C bits in glitz_cgl.m has two parts in it.
One is the boilerplate that sets up Cocoa without using .nib files;
it can be useful only if you want to write a similar example program
for Glitz. I split the test-specific code in two (before parsing command
line/after parsing command line) to avoid showing the icon in the dock
if the program is going to exit very soon.
The second part is GlitzOpenGLView, which provides the bits of NSOpenGLView
that go beyond storing OpenGL contexts and pixel formats; see the "Custom
Cocoa OpenGL View" example from Apple. Programs using Glitz in their UI
should be able to recycle it pretty easily as it's just four methods (one
caveat: I didn't investigate how to deal with window resizes).
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This patch rewrites the code to discover extensions in the AGL backend.
In particular, pbuffer formats are discovered by creating a context and
selecting a pbuffer into it. This does not make a difference for AGL,
but it does for CGL and I implemented it also here so that the code for
the two backends does not diverge too much.
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Fix agl build.
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Add gtk-doc skeleton, documentation is really a missing piece of glitz.
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Add glitz_glx_set_render_type method to specifies whether rendering is to be
done with a direct connection to the graphics system if possible or through
the X server.
It can be set with LIBGL_ALWAYS_INDIRECT, but this method provide
multi-threading programs to have both context in same time.
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Sort format with non double buffering in first place, most conformant
with GLX specification to found the best format for a drawable.
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Move glitz headers in a glitz include subdirectory, most clean and avoid
any conflicts with a system headers.
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Add cairogears in examples, its a good test for cairo/glitz
interactions.
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Fix glitzinfo Makefile.am to build correctly.
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Add GLITZ_ prefix to library version variables to avoid any conflicts
with libtool variables.
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Add some examples to test and demonstrate glitz in action.
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Sort depth size in first place to be most conformant with GLX
specification to choose the best format.
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Allocate clip region instead get only reference, glitz must be in charge
of its resssource and when we get only a reference the caller can be
free the reference without inform glitz.
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Free properly XVisual when glitz leave find drawable format for visual
to avoid any memleak.
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glitz backends.
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required for texture objects
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