const graphene_matrix_t *modelview,
const graphene_matrix_t *projection)
{
- GSK_NOTE (OPENGL, g_print ("Updating the modelview/projection\n"));
+ GSK_NOTE (TRANSFORMS, g_print ("Updating the modelview/projection\n"));
graphene_matrix_multiply (projection, modelview, &self->mvp);
graphene_frustum_init_from_matrix (&self->frustum, &self->mvp);
- GSK_NOTE (OPENGL, g_print ("Renderer MVP:\n"));
- GSK_NOTE (OPENGL, graphene_matrix_print (&self->mvp));
+ GSK_NOTE (TRANSFORMS,
+ g_print ("Renderer MVP:\n");
+ graphene_matrix_print (&self->mvp);
+ g_print ("\n"));
}
#define N_VERTICES 6
glUniform1f (item->render_data.alpha_location, opacity);
/* Pass the mvp to the vertex shader */
- GSK_NOTE (OPENGL, graphene_matrix_print (&item->mvp));
+ GSK_NOTE (TRANSFORMS, graphene_matrix_print (&item->mvp));
graphene_matrix_to_float (&item->mvp, mvp);
glUniformMatrix4fv (item->render_data.mvp_location, 1, GL_FALSE, mvp);
/* Draw the quad */
- GSK_NOTE (OPENGL, g_print ("%*sDrawing item <%s>[%p] (w:%g, h:%g) with opacity: %g\n",
- 2 * node_depth (item->node), "",
- item->name,
- item,
- item->size.width, item->size.height,
- item->opaque ? 1 : item->opacity));
+ GSK_NOTE2 (OPENGL, TRANSFORMS,
+ g_print ("%*sDrawing item <%s>[%p] (w:%g, h:%g) with opacity: %g\n",
+ 2 * node_depth (item->node), "",
+ item->name,
+ item,
+ item->size.width, item->size.height,
+ item->opaque ? 1 : item->opacity));
glDrawArrays (GL_TRIANGLES, 0, N_VERTICES);
glUniform1f (item->render_data.alpha_location, item->opacity);
/* Pass the mvp to the vertex shader */
- GSK_NOTE (OPENGL, graphene_matrix_print (&item->mvp));
+ GSK_NOTE (TRANSFORMS, graphene_matrix_print (&item->mvp));
graphene_matrix_to_float (&item->mvp, mvp);
glUniformMatrix4fv (item->render_data.mvp_location, 1, GL_FALSE, mvp);
/* Draw the quad */
- GSK_NOTE (OPENGL, g_print ("%*sDrawing offscreen item <%s>[%p] (w:%g, h:%g) with opacity: %g\n",
- 2 * node_depth (item->node), "",
- item->name,
- item,
- item->size.width, item->size.height,
- item->opacity));
+ GSK_NOTE2 (OPENGL, TRANSFORMS,
+ g_print ("%*sDrawing offscreen item <%s>[%p] (w:%g, h:%g) with opacity: %g\n",
+ 2 * node_depth (item->node), "",
+ item->name,
+ item,
+ item->size.width, item->size.height,
+ item->opacity));
glDrawArrays (GL_TRIANGLES, 0, N_VERTICES);
}