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Robert Bragg e338245827 Renames the mesh api to the "vertex buffer api".
This better reflects the fact that the api manages sets of vertex attributes,
and the attributes really have no implied form. It is only when you use the
attributes to draw that they become mesh like; when you specify how they should
be interpreted, e.g. as triangle lists or fans etc. This rename frees up the
term "mesh", which can later be applied to a concept slightly more fitting.
E.g. at some point it would be nice to have a higher level abstraction that
sits on top of cogl vertex buffers that adds the concept of faces. (Somthing
like Blender's mesh objects.) There have also been some discussions over
particle engines, and these can be defined in terms of emitter faces; so some
other kind of mesh abstraction might be usefull here.
2009-01-20 22:29:35 +00:00

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<?xml version="1.0"?>
<!DOCTYPE book PUBLIC "-//OASIS//DTD DocBook XML V4.1.2//EN"
"http://www.oasis-open.org/docbook/xml/4.1.2/docbookx.dtd" [
<!ENTITY version SYSTEM "version.xml">
]>
<book id="index" xmlns:xi="http://www.w3.org/2003/XInclude">
<bookinfo>
<title>COGL &version; Reference Manual</title>
<releaseinfo>Version &version;</releaseinfo>
<copyright>
<year>2008</year>
<holder>OpenedHand LTD</holder>
</copyright>
<legalnotice>
<para>
Permission is granted to copy, distribute and/or modify this
document under the terms of the <citetitle>GNU Free
Documentation License</citetitle>, Version 1.1 or any later
version published by the Free Software Foundation with no
Invariant Sections, no Front-Cover Texts, and no Back-Cover
Texts. You may obtain a copy of the <citetitle>GNU Free
Documentation License</citetitle> from the Free Software
Foundation by visiting <ulink type="http"
url="http://www.fsf.org">their Web site</ulink> or by writing
to:
<address>
The Free Software Foundation, Inc.,
<street>59 Temple Place</street> - Suite 330,
<city>Boston</city>, <state>MA</state> <postcode>02111-1307</postcode>
,
<country>USA</country>
</address>
</para>
</legalnotice>
</bookinfo>
<chapter>
<title>COGL - GL Abstraction API</title>
<section id="cogl-intro">
<title>About COGL</title>
<para>COGL is a low level OpenGL abstraction library developed for (and
part of) Clutter. It is used primarily by Clutter to provide a common
rendering API that works transparently across OpenGL >=1.4,
OpenGL ES 1.1 and OpenGL ES 2.0.</para>
</section>
<xi:include href="xml/cogl.xml"/>
<xi:include href="xml/cogl-primitives.xml"/>
<xi:include href="xml/cogl-util.xml"/>
<xi:include href="xml/cogl-texture.xml"/>
<xi:include href="xml/cogl-shaders.xml"/>
<xi:include href="xml/cogl-offscreen.xml"/>
<xi:include href="xml/cogl-fixed.xml"/>
<xi:include href="xml/cogl-color.xml"/>
<xi:include href="xml/cogl-attributes-buffer.xml"/>
</chapter>
<index>
<title>Index</title>
</index>
<appendix id="license">
<title>License</title>
<para>
This library is free software; you can redistribute it and/or
modify it under the terms of the <citetitle>GNU Library General
Public License</citetitle> as published by the Free Software
Foundation; either version 2 of the License, or (at your option)
any later version.
</para>
<para>
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
<citetitle>GNU Library General Public License</citetitle> for
more details.
</para>
<para>
You may obtain a copy of the <citetitle>GNU Library General
Public License</citetitle> from the Free Software Foundation by
visiting <ulink type="http" url="http://www.fsf.org">their Web
site</ulink> or by writing to:
<address>
Free Software Foundation, Inc.
<street>59 Temple Place</street> - Suite 330
<city>Boston</city>, <state>MA</state> <postcode>02111-1307</postcode>
<country>USA</country>
</address>
</para>
</appendix>
</book>