forked from AuroraMiddleware/gtk
8ac9127283
We're not going to use separate rendering lists soon, and the way we render items is less similar to a gaming engine and more similar to a simpler compositor. This means we don't need to perform a two pass rendering — opaque items first, transparent items later. |
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.. | ||
resources/glsl | ||
gsk.h | ||
gskcairorenderer.c | ||
gskcairorendererprivate.h | ||
gskdebug.c | ||
gskdebugprivate.h | ||
gskenums.h | ||
gskenumtypes.c.template | ||
gskenumtypes.h.template | ||
gskgldriver.c | ||
gskgldriverprivate.h | ||
gskglprofiler.c | ||
gskglprofilerprivate.h | ||
gskglrenderer.c | ||
gskglrendererprivate.h | ||
gskprivate.c | ||
gskprivate.h | ||
gskrenderer.c | ||
gskrenderer.h | ||
gskrendererprivate.h | ||
gskrendernode.c | ||
gskrendernode.h | ||
gskrendernodeiter.c | ||
gskrendernodeiter.h | ||
gskrendernodeprivate.h | ||
gskshaderbuilder.c | ||
gskshaderbuilderprivate.h | ||
gsktypes.h | ||
Makefile.am |