Enums¶
Details¶
- class Cogl.AttributeType(value)¶
Bases:
GObject.GEnum
Data types for the components of a vertex attribute.
New in version 1.0.
- BYTE = 5120¶
Data is the same size of a byte
- UNSIGNED_BYTE = 5121¶
Data is the same size of an unsigned byte
- SHORT = 5122¶
Data is the same size of a short integer
- UNSIGNED_SHORT = 5123¶
Data is the same size of an unsigned short integer
- FLOAT = 5126¶
Data is the same size of a float
- class Cogl.BitmapError(value)¶
Bases:
GObject.GEnum
Error codes that can be thrown when performing bitmap operations. Note that gdk_pixbuf_new_from_file() can also throw errors directly from the underlying image loading library. For example, if GdkPixbuf is used then errors #GdkPixbufError s will be used directly.
New in version 1.4.
- FAILED = 0¶
Generic failure code, something went wrong.
- UNKNOWN_TYPE = 1¶
Unknown image type.
- CORRUPT_IMAGE = 2¶
An image file was broken somehow.
- class Cogl.BlendStringError(value)¶
Bases:
GObject.GEnum
Error enumeration for the blend strings parser
New in version 1.0.
- PARSE_ERROR = 0¶
Generic parse error
- ARGUMENT_PARSE_ERROR = 1¶
Argument parse error
- INVALID_ERROR = 2¶
Internal parser error
- GPU_UNSUPPORTED_ERROR = 3¶
Blend string not supported by the GPU
- class Cogl.DepthTestFunction(value)¶
Bases:
GObject.GEnum
When using depth testing one of these functions is used to compare the depth of an incoming fragment against the depth value currently stored in the depth buffer. The function is changed using cogl_depth_state_set_test_function().
The test is only done when depth testing is explicitly enabled. (See cogl_depth_state_set_test_enabled())
- NEVER = 512¶
Never passes.
- LESS = 513¶
Passes if the fragment’s depth value is less than the value currently in the depth buffer.
- EQUAL = 514¶
Passes if the fragment’s depth value is equal to the value currently in the depth buffer.
- LEQUAL = 515¶
Passes if the fragment’s depth value is less or equal to the value currently in the depth buffer.
- GREATER = 516¶
Passes if the fragment’s depth value is greater than the value currently in the depth buffer.
- NOTEQUAL = 517¶
Passes if the fragment’s depth value is not equal to the value currently in the depth buffer.
- GEQUAL = 518¶
Passes if the fragment’s depth value greater than or equal to the value currently in the depth buffer.
- ALWAYS = 519¶
Always passes.
- class Cogl.FilterReturn(value)¶
Bases:
GObject.GEnum
Return values for the #CoglXlibFilterFunc and #CoglWin32FilterFunc functions.
- CONTINUE = 0¶
The event was not handled, continues the processing
- REMOVE = 1¶
Remove the event, stops the processing
- class Cogl.FogMode(value)¶
Bases:
GObject.GEnum
The fog mode determines the equation used to calculate the fogging blend factor while fogging is enabled. The simplest
Cogl.FogMode.LINEAR
mode determines f as:f = end - eye_distance / end - start
Where eye_distance is the distance of the current fragment in eye coordinates from the origin.
New in version 1.0.
- LINEAR = 0¶
Calculates the fog blend factor as:
f = end - eye_distance / end - start
- EXPONENTIAL = 1¶
Calculates the fog blend factor as:
f = e ^ -(density * eye_distance)
- EXPONENTIAL_SQUARED = 2¶
Calculates the fog blend factor as:
f = e ^ -(density * eye_distance)^2
- class Cogl.IndicesType(value)¶
Bases:
GObject.GEnum
You should aim to use the smallest data type that gives you enough range, since it reduces the size of your index array and can help reduce the demand on memory bandwidth.
Note that
Cogl.IndicesType.INT
is only supported if the %COGL_FEATURE_ID_UNSIGNED_INT_INDICES feature is available. This should always be available on OpenGL but on OpenGL ES it will only be available if the GL_OES_element_index_uint extension is advertized.- BYTE = 0¶
Your indices are unsigned bytes
- SHORT = 1¶
Your indices are unsigned shorts
- INT = 2¶
Your indices are unsigned ints
- class Cogl.MaterialAlphaFunc(value)¶
Bases:
GObject.GEnum
Alpha testing happens before blending primitives with the framebuffer and gives an opportunity to discard fragments based on a comparison with the incoming alpha value and a reference alpha value. The
Cogl.MaterialAlphaFunc
determines how the comparison is done.- NEVER = 512¶
Never let the fragment through.
- LESS = 513¶
Let the fragment through if the incoming alpha value is less than the reference alpha value
- EQUAL = 514¶
Let the fragment through if the incoming alpha value equals the reference alpha value
- LEQUAL = 515¶
Let the fragment through if the incoming alpha value is less than or equal to the reference alpha value
- GREATER = 516¶
Let the fragment through if the incoming alpha value is greater than the reference alpha value
- NOTEQUAL = 517¶
Let the fragment through if the incoming alpha value does not equal the reference alpha value
- GEQUAL = 518¶
Let the fragment through if the incoming alpha value is greater than or equal to the reference alpha value.
- ALWAYS = 519¶
Always let the fragment through.
- class Cogl.MaterialFilter(value)¶
Bases:
GObject.GEnum
Texture filtering is used whenever the current pixel maps either to more than one texture element (texel) or less than one. These filter enums correspond to different strategies used to come up with a pixel color, by possibly referring to multiple neighbouring texels and taking a weighted average or simply using the nearest texel.
- NEAREST = 9728¶
Measuring in manhatten distance from the, current pixel center, use the nearest texture texel
- LINEAR = 9729¶
Use the weighted average of the 4 texels nearest the current pixel center
- NEAREST_MIPMAP_NEAREST = 9984¶
Select the mimap level whose texel size most closely matches the current pixel, and use the
Cogl.MaterialFilter.NEAREST
criterion
- LINEAR_MIPMAP_NEAREST = 9985¶
Select the mimap level whose texel size most closely matches the current pixel, and use the
Cogl.MaterialFilter.LINEAR
criterion
- NEAREST_MIPMAP_LINEAR = 9986¶
Select the two mimap levels whose texel size most closely matches the current pixel, use the
Cogl.MaterialFilter.NEAREST
criterion on each one and take their weighted average
- LINEAR_MIPMAP_LINEAR = 9987¶
Select the two mimap levels whose texel size most closely matches the current pixel, use the
Cogl.MaterialFilter.LINEAR
criterion on each one and take their weighted average
- class Cogl.MaterialLayerType(value)¶
Bases:
GObject.GEnum
Available types of layers for a
Cogl.Material
. This enumeration might be expanded in later versions.New in version 1.0.
- TEXTURE = 0¶
The layer represents a
‘texture [cogl-Textures]’
- class Cogl.MaterialWrapMode(value)¶
Bases:
GObject.GEnum
The wrap mode specifies what happens when texture coordinates outside the range 0→1 are used. Note that if the filter mode is anything but
Cogl.MaterialFilter.NEAREST
then texels outside the range 0→1 might be used even when the coordinate is exactly 0 or 1 because OpenGL will try to sample neighbouring pixels. For example if you are trying to render the full texture then you may get artifacts around the edges when the pixels from the other side are merged in if the wrap mode is set to repeat.New in version 1.4.
- REPEAT = 10497¶
The texture will be repeated. This is useful for example to draw a tiled background.
- CLAMP_TO_EDGE = 33071¶
The coordinates outside the range 0→1 will sample copies of the edge pixels of the texture. This is useful to avoid artifacts if only one copy of the texture is being rendered.
- AUTOMATIC = 519¶
Cogl will try to automatically decide which of the above two to use. For
Cogl.rectangle
(), it will use repeat mode if any of the texture coordinates are outside the range 0→1, otherwise it will use clamp to edge. ForCogl.polygon
() it will always use repeat mode. ForCogl.vertex_buffer_draw
() it will use repeat mode except for layers that have point sprite coordinate generation enabled. This is the default value.
- class Cogl.PixelFormat(value)¶
Bases:
GObject.GEnum
Pixel formats used by Cogl. For the formats with a byte per component, the order of the components specify the order in increasing memory addresses. So for example
Cogl.PixelFormat.RGB_888
would have the red component in the lowest address, green in the next address and blue after that regardless of the endianness of the system.For the formats with non byte aligned components the component order specifies the order within a 16-bit or 32-bit number from most significant bit to least significant. So for
Cogl.PixelFormat.RGB_565
, the red component would be in bits 11-15, the green component would be in 6-11 and the blue component would be in 1-5. Therefore the order in memory depends on the endianness of the system.When uploading a texture
Cogl.PixelFormat.ANY
can be used as the internal format. Cogl will try to pick the best format to use internally and convert the texture data if necessary.New in version 0.8.
- ANY = 0¶
Any format
- ABGR_8888 = 115¶
ABGR, 32 bits
- ABGR_2101010 = 125¶
ABGR, 32 bits, 10 bpc
- RGBA_8888_PRE = 147¶
Premultiplied RGBA, 32 bits
- RGBA_4444_PRE = 149¶
Premultiplied RGBA, 16 bits
- RGBA_5551_PRE = 150¶
Premultiplied RGBA, 16 bits
- RGBA_1010102_PRE = 157¶
Premultiplied RGBA, 32 bits, 10 bpc
- A_8 = 17¶
8 bits alpha mask
- BGRA_8888_PRE = 179¶
Premultiplied BGRA, 32 bits
- BGRA_1010102_PRE = 189¶
Premultiplied BGRA, 32 bits, 10 bpc
- RGBA_8888 = 19¶
RGBA, 32 bits
- RGB_888 = 2¶
RGB, 24 bits
- RGBA_4444 = 21¶
RGBA, 16 bits
- ARGB_8888_PRE = 211¶
Premultiplied ARGB, 32 bits
- RGBA_5551 = 22¶
RGBA, 16 bits
- ARGB_2101010_PRE = 221¶
Premultiplied ARGB, 32 bits, 10 bpc
- ABGR_8888_PRE = 243¶
Premultiplied ABGR, 32 bits
- ABGR_2101010_PRE = 253¶
Premultiplied ABGR, 32 bits, 10 bpc
- DEPTH_32 = 259¶
- DEPTH_16 = 265¶
- RGBA_1010102 = 29¶
RGBA, 32 bits, 10 bpc
- BGR_888 = 34¶
BGR, 24 bits
- RGB_565 = 4¶
RGB, 16 bits
- BGRA_8888 = 51¶
BGRA, 32 bits
- BGRA_1010102 = 61¶
BGRA, 32 bits, 10 bpc
- YUV = 7¶
Not currently supported
- DEPTH_24_STENCIL_8 = 771¶
- G_8 = 8¶
Single luminance component
- ARGB_8888 = 83¶
ARGB, 32 bits
- RG_88 = 9¶
RG, 16 bits. Note that red-green textures are only available if %COGL_FEATURE_ID_TEXTURE_RG is advertised. See
Cogl.Texture.set_components
() for details.
- ARGB_2101010 = 93¶
ARGB, 32 bits, 10 bpc
- class Cogl.RendererError(value)¶
Bases:
GObject.GEnum
- XLIB_DISPLAY_OPEN = 0¶
- BAD_CONSTRAINT = 1¶
- class Cogl.ShaderType(value)¶
Bases:
GObject.GEnum
Types of shaders
New in version 1.0.
- VERTEX = 0¶
A program for proccessing vertices
- FRAGMENT = 1¶
A program for processing fragments
- class Cogl.StereoMode(value)¶
Bases:
GObject.GEnum
Represents how draw should affect the two buffers of a stereo framebuffer. See cogl_framebuffer_set_stereo_mode().
- BOTH = 0¶
draw to both stereo buffers
- LEFT = 1¶
draw only to the left stereo buffer
- RIGHT = 2¶
draw only to the left stereo buffer
- class Cogl.SystemError(value)¶
Bases:
GObject.GEnum
Error enumeration for Cogl
The
Cogl.SystemError.COGL_SYSTEM_ERROR_UNSUPPORTED
error can be thrown for a variety of reasons. For example:<itemizedlist> <listitem><para>You’ve tried to use a feature that is not advertised by cogl_has_feature(). This could happen if you create a 2d texture with a non-power-of-two size when %COGL_FEATURE_ID_TEXTURE_NPOT is not advertised.</para></listitem> <listitem><para>The GPU can not handle the configuration you have requested. An example might be if you try to use too many texture layers in a single #CoglPipeline</para></listitem> <listitem><para>The driver does not support some configuration.</para></listiem> </itemizedlist>
Currently this is only used by Cogl API marked as experimental so this enum should also be considered experimental.
New in version 1.4.
- COGL_SYSTEM_ERROR_UNSUPPORTED = 0¶
You tried to use a feature or configuration not currently available.
- COGL_SYSTEM_ERROR_NO_MEMORY = 1¶
You tried to allocate a resource such as a texture and there wasn’t enough memory.
- class Cogl.TextureComponents(value)¶
Bases:
GObject.GEnum
See
Cogl.Texture.set_components
().New in version 1.18.
- A = 1¶
Only the alpha component
- RG = 2¶
Red and green components. Note that this can only be used if the %COGL_FEATURE_ID_TEXTURE_RG feature is advertised.
- RGB = 3¶
Red, green and blue components
- RGBA = 4¶
Red, green, blue and alpha components
- DEPTH = 5¶
Only a depth component
- class Cogl.TextureError(value)¶
Bases:
GObject.GEnum
Error codes that can be thrown when allocating textures.
New in version 1.8.
- SIZE = 0¶
Unsupported size
- FORMAT = 1¶
Unsupported format
- BAD_PARAMETER = 2¶
- TYPE = 3¶
A primitive texture type that is unsupported by the driver was used
- class Cogl.TextureType(value)¶
Bases:
GObject.GEnum
Constants representing the underlying hardware texture type of a
Cogl.Texture
.New in version 1.10.
- 2D = 0¶
- _2D = 0¶
A #CoglTexture2D
- 3D = 1¶
- _3D = 1¶
A #CoglTexture3D
- RECTANGLE = 2¶
A #CoglTextureRectangle
- class Cogl.VerticesMode(value)¶
Bases:
GObject.GEnum
Different ways of interpreting vertices when drawing.
New in version 1.0.
- POINTS = 0¶
FIXME, equivalent to
GL_POINTS
- LINES = 1¶
FIXME, equivalent to GL_LINES
- LINE_LOOP = 2¶
FIXME, equivalent to
GL_LINE_LOOP
- LINE_STRIP = 3¶
FIXME, equivalent to
GL_LINE_STRIP
- TRIANGLES = 4¶
FIXME, equivalent to
GL_TRIANGLES
- TRIANGLE_STRIP = 5¶
FIXME, equivalent to
GL_TRIANGLE_STRIP
- TRIANGLE_FAN = 6¶
FIXME, equivalent to GL_TRIANGLE_FAN
- class Cogl.Winding(value)¶
Bases:
GObject.GEnum
Enum used to represent the two directions of rotation. This can be used to set the front face for culling by calling cogl_pipeline_set_front_face_winding().
- CLOCKWISE = 0¶
Vertices are in a clockwise order
- COUNTER_CLOCKWISE = 1¶
Vertices are in a counter-clockwise order
- class Cogl.WinsysFeature(value)¶
Bases:
GObject.GEnum
- MULTIPLE_ONSCREEN = 0¶
- SWAP_THROTTLE = 1¶
- SYNC_AND_COMPLETE_EVENT = 10¶
- N_FEATURES = 11¶
- VBLANK_COUNTER = 2¶
- VBLANK_WAIT = 3¶
- TEXTURE_FROM_PIXMAP = 4¶
- SWAP_BUFFERS_EVENT = 5¶
- SWAP_REGION = 6¶
- SWAP_REGION_THROTTLE = 7¶
- SWAP_REGION_SYNCHRONIZED = 8¶
- BUFFER_AGE = 9¶