Cogl.Primitive.new_p3
function new_p3(context: Cogl.Context, mode: Cogl.VerticesMode, data: Array(Cogl.VertexP3)): Cogl.Primitive { // Gjs wrapper for cogl_primitive_new_p3() }
Provides a convenient way to describe a primitive, such as a single triangle strip or a triangle fan, that will internally allocate the necessary Cogl.AttributeBuffer storage, describe the position attribute with a Cogl.Attribute and upload your data.
For example to draw a convex polygon you can do: |[ 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 Cogl.Primitive <structfield>n_vertices</structfield> property as if Cogl.Primitive.prototype.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.TextureFlags.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)</note>
Since 1.6
- context
- mode
A Cogl.VerticesMode defining how to draw the vertices
- data
(type Cogl.VertexP3): An array of Cogl.VertexP3 vertices
- Returns
A newly allocated Cogl.Primitive with a reference of 1. This can be freed using Cogl.Object.unref.