Ejemplo n.º 1
0
/**
 * crank_make_mesh_sphere_uv_p3:
 * @cogl_context: A CoglContext.
 * @uc: Number of vertices in u-direction.
 * @vc: Number of vertices in v-direction. This excludes two vertices at bottom
 *      and top.
 *
 * Constructs a #CoglPrimivive for a sphere.
 * This only contains a position information.
 *
 * Returns: (transfer full): A #CoglPrimitive for a sphere.
 */
CoglPrimitive*
crank_make_mesh_sphere_uv_p3 (CoglContext *cogl_context,
                              const guint  uc,
                              const guint  vc)
{
    CoglPrimitive *primitive;

    CoglIndices *indices;

    CoglVertexP3 *vdata;
    TriIndices *idata;

    guint lvdata;
    guint lidata;

    vdata = crank_make_v_p3_sphere_uv (uc, vc, &lvdata);
    idata = crank_make_indices_sphere_uv (uc, vc, &lidata);

    indices = cogl_indices_new (cogl_context, COGL_INDICES_TYPE_UNSIGNED_SHORT,
                                idata, lidata * 3);

    primitive = cogl_primitive_new_p3 (cogl_context,
                                       COGL_VERTICES_MODE_TRIANGLES,
                                       lvdata,
                                       vdata);

    cogl_primitive_set_indices (primitive, indices, lidata * 3);

    cogl_object_unref (indices);

    g_free (vdata);
    g_free (idata);

    return primitive;
}
Ejemplo n.º 2
0
static void
_cogl_path_build_fill_attribute_buffer (CoglPath *path)
{
  CoglPathTesselator tess;
  unsigned int path_start = 0;
  CoglPathData *data = path->data;
  int i;

  /* If we've already got a vbo then we don't need to do anything */
  if (data->fill_attribute_buffer)
    return;

  tess.primitive_type = FALSE;

  /* Generate a vertex for each point on the path */
  tess.vertices = g_array_new (FALSE, FALSE, sizeof (CoglPathTesselatorVertex));
  g_array_set_size (tess.vertices, data->path_nodes->len);
  for (i = 0; i < data->path_nodes->len; i++)
    {
      CoglPathNode *node =
        &g_array_index (data->path_nodes, CoglPathNode, i);
      CoglPathTesselatorVertex *vertex =
        &g_array_index (tess.vertices, CoglPathTesselatorVertex, i);

      vertex->x = node->x;
      vertex->y = node->y;

      /* Add texture coordinates so that a texture would be drawn to
         fit the bounding box of the path and then cropped by the
         path */
      if (data->path_nodes_min.x == data->path_nodes_max.x)
        vertex->s = 0.0f;
      else
        vertex->s = ((node->x - data->path_nodes_min.x)
                     / (data->path_nodes_max.x - data->path_nodes_min.x));
      if (data->path_nodes_min.y == data->path_nodes_max.y)
        vertex->t = 0.0f;
      else
        vertex->t = ((node->y - data->path_nodes_min.y)
                     / (data->path_nodes_max.y - data->path_nodes_min.y));
    }

  tess.indices_type =
    _cogl_path_tesselator_get_indices_type_for_size (data->path_nodes->len);
  _cogl_path_tesselator_allocate_indices_array (&tess);

  tess.glu_tess = gluNewTess ();

  if (data->fill_rule == COGL_PATH_FILL_RULE_EVEN_ODD)
    gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
                     GLU_TESS_WINDING_ODD);
  else
    gluTessProperty (tess.glu_tess, GLU_TESS_WINDING_RULE,
                     GLU_TESS_WINDING_NONZERO);

  /* All vertices are on the xy-plane */
  gluTessNormal (tess.glu_tess, 0.0, 0.0, 1.0);

  gluTessCallback (tess.glu_tess, GLU_TESS_BEGIN_DATA,
                   _cogl_path_tesselator_begin);
  gluTessCallback (tess.glu_tess, GLU_TESS_VERTEX_DATA,
                   _cogl_path_tesselator_vertex);
  gluTessCallback (tess.glu_tess, GLU_TESS_END_DATA,
                   _cogl_path_tesselator_end);
  gluTessCallback (tess.glu_tess, GLU_TESS_COMBINE_DATA,
                   _cogl_path_tesselator_combine);

  gluTessBeginPolygon (tess.glu_tess, &tess);

  while (path_start < data->path_nodes->len)
    {
      CoglPathNode *node =
        &g_array_index (data->path_nodes, CoglPathNode, path_start);

      gluTessBeginContour (tess.glu_tess);

      for (i = 0; i < node->path_size; i++)
        {
          double vertex[3] = { node[i].x, node[i].y, 0.0 };
          gluTessVertex (tess.glu_tess, vertex,
                         GINT_TO_POINTER (i + path_start));
        }

      gluTessEndContour (tess.glu_tess);

      path_start += node->path_size;
    }

  gluTessEndPolygon (tess.glu_tess);

  gluDeleteTess (tess.glu_tess);

  data->fill_attribute_buffer =
    cogl_attribute_buffer_new (data->context,
                               sizeof (CoglPathTesselatorVertex) *
                               tess.vertices->len,
                               tess.vertices->data);
  g_array_free (tess.vertices, TRUE);

  data->fill_attributes[0] =
    cogl_attribute_new (data->fill_attribute_buffer,
                        "cogl_position_in",
                        sizeof (CoglPathTesselatorVertex),
                        G_STRUCT_OFFSET (CoglPathTesselatorVertex, x),
                        2, /* n_components */
                        COGL_ATTRIBUTE_TYPE_FLOAT);
  data->fill_attributes[1] =
    cogl_attribute_new (data->fill_attribute_buffer,
                        "cogl_tex_coord0_in",
                        sizeof (CoglPathTesselatorVertex),
                        G_STRUCT_OFFSET (CoglPathTesselatorVertex, s),
                        2, /* n_components */
                        COGL_ATTRIBUTE_TYPE_FLOAT);

  data->fill_vbo_indices = cogl_indices_new (data->context,
                                             tess.indices_type,
                                             tess.indices->data,
                                             tess.indices->len);
  data->fill_vbo_n_indices = tess.indices->len;
  g_array_free (tess.indices, TRUE);
}
Ejemplo n.º 3
0
static void
clutter_deform_effect_init_arrays (ClutterDeformEffect *self)
{
  ClutterDeformEffectPrivate *priv = self->priv;
  gint x, y, direction, n_indices;
  CoglAttribute *attributes[3];
  guint16 *static_indices;
  CoglContext *ctx =
    clutter_backend_get_cogl_context (clutter_get_default_backend ());
  CoglIndices *indices;
  guint16 *idx;
  int i;

  clutter_deform_effect_free_arrays (self);

  n_indices = ((2 + 2 * priv->x_tiles)
               * priv->y_tiles
               + (priv->y_tiles - 1));

  static_indices = g_new (guint16, n_indices);

#define MESH_INDEX(x,y) ((y) * (priv->x_tiles + 1) + (x))

  /* compute all the triangles from the various tiles */
  direction = 1;

  idx = static_indices;
  idx[0] = MESH_INDEX (0, 0);
  idx[1] = MESH_INDEX (0, 1);
  idx += 2;

  for (y = 0; y < priv->y_tiles; y++)
    {
      for (x = 0; x < priv->x_tiles; x++)
        {
          if (direction)
            {
              idx[0] = MESH_INDEX (x + 1, y);
              idx[1] = MESH_INDEX (x + 1, y + 1);
            }
          else
            {
              idx[0] = MESH_INDEX (priv->x_tiles - x - 1, y);
              idx[1] = MESH_INDEX (priv->x_tiles - x - 1, y + 1);
            }

          idx += 2;
        }

      if (y == (priv->y_tiles - 1))
        break;

      if (direction)
        {
          idx[0] = MESH_INDEX (priv->x_tiles, y + 1);
          idx[1] = MESH_INDEX (priv->x_tiles, y + 1);
          idx[2] = MESH_INDEX (priv->x_tiles, y + 2);
        }
      else
        {
          idx[0] = MESH_INDEX (0, y + 1);
          idx[1] = MESH_INDEX (0, y + 1);
          idx[2] = MESH_INDEX (0, y + 2);
        }

      idx += 3;

      direction = !direction;
    }

#undef MESH_INDEX

  indices = cogl_indices_new (ctx,
                              COGL_INDICES_TYPE_UNSIGNED_SHORT,
                              static_indices,
                              n_indices);

  g_free (static_indices);

  priv->n_vertices = (priv->x_tiles + 1) * (priv->y_tiles + 1);

  priv->buffer =
    cogl_attribute_buffer_new (ctx,
                               sizeof (CoglVertexP3T2C4) *
                               priv->n_vertices,
                               NULL);

  /* The application is expected to continuously modify the vertices
     so we should give a hint to Cogl about that */
  cogl_buffer_set_update_hint (COGL_BUFFER (priv->buffer),
                               COGL_BUFFER_UPDATE_HINT_DYNAMIC);

  attributes[0] = cogl_attribute_new (priv->buffer,
                                      "cogl_position_in",
                                      sizeof (CoglVertexP3T2C4),
                                      G_STRUCT_OFFSET (CoglVertexP3T2C4, x),
                                      3, /* n_components */
                                      COGL_ATTRIBUTE_TYPE_FLOAT);
  attributes[1] = cogl_attribute_new (priv->buffer,
                                      "cogl_tex_coord0_in",
                                      sizeof (CoglVertexP3T2C4),
                                      G_STRUCT_OFFSET (CoglVertexP3T2C4, s),
                                      2, /* n_components */
                                      COGL_ATTRIBUTE_TYPE_FLOAT);
  attributes[2] = cogl_attribute_new (priv->buffer,
                                      "cogl_color_in",
                                      sizeof (CoglVertexP3T2C4),
                                      G_STRUCT_OFFSET (CoglVertexP3T2C4, r),
                                      4, /* n_components */
                                      COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE);

  priv->primitive =
    cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLE_STRIP,
                                        priv->n_vertices,
                                        attributes,
                                        3 /* n_attributes */);
  cogl_primitive_set_indices (priv->primitive,
                              indices,
                              n_indices);

  if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_DEFORM_TILES))
    {
      priv->lines_primitive =
        cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_LINE_STRIP,
                                            priv->n_vertices,
                                            attributes,
                                            2 /* n_attributes */);
      cogl_primitive_set_indices (priv->lines_primitive,
                                  indices,
                                  n_indices);
    }

  cogl_object_unref (indices);

  for (i = 0; i < 3; i++)
    cogl_object_unref (attributes[i]);

  priv->is_dirty = TRUE;
}
Ejemplo n.º 4
0
CoglPrimitive *
rut_camera_create_frustum_primitive (RutCamera *camera)
{
  RutVertex4 vertices[8] = {
    /* near plane in projection space */
    {-1, -1, -1, 1, },
    { 1, -1, -1, 1, },
    { 1,  1, -1, 1, },
    {-1,  1, -1, 1, },
    /* far plane in projection space */
    {-1, -1, 1, 1, },
    { 1, -1, 1, 1, },
    { 1,  1, 1, 1, },
    {-1,  1, 1, 1, }
  };
  const CoglMatrix *projection_inv;
  CoglAttributeBuffer *attribute_buffer;
  CoglAttribute *attributes[1];
  CoglPrimitive *primitive;
  CoglIndices *indices;
  unsigned char indices_data[24] = {
      0,1, 1,2, 2,3, 3,0,
      4,5, 5,6, 6,7, 7,4,
      0,4, 1,5, 2,6, 3,7
  };
  int i;

  projection_inv = rut_camera_get_inverse_projection (camera);

  for (i = 0; i < 8; i++)
    {
      cogl_matrix_transform_point (projection_inv,
                                   &vertices[i].x,
                                   &vertices[i].y,
                                   &vertices[i].z,
                                   &vertices[i].w);
      vertices[i].x /= vertices[i].w;
      vertices[i].y /= vertices[i].w;
      vertices[i].z /= vertices[i].w;
      vertices[i].w /= 1.0f;
    }

  attribute_buffer = cogl_attribute_buffer_new (rut_cogl_context,
                                                8 * sizeof (RutVertex4),
                                                vertices);

  attributes[0] = cogl_attribute_new (attribute_buffer,
                                      "cogl_position_in",
                                      sizeof (RutVertex4),
                                      offsetof (RutVertex4, x),
                                      3,
                                      COGL_ATTRIBUTE_TYPE_FLOAT);

  indices = cogl_indices_new (rut_cogl_context,
                              COGL_INDICES_TYPE_UNSIGNED_BYTE,
                              indices_data,
                              G_N_ELEMENTS (indices_data));

  primitive = cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_LINES,
                                                  8, attributes, 1);

  cogl_primitive_set_indices (primitive, indices, G_N_ELEMENTS(indices_data));

  cogl_object_unref (attribute_buffer);
  cogl_object_unref (attributes[0]);
  cogl_object_unref (indices);

  return primitive;
}
Ejemplo n.º 5
0
CoglIndices *
cogl_get_rectangle_indices (CoglContext *ctx, int n_rectangles)
{
  int n_indices = n_rectangles * 6;

  /* Check if the largest index required will fit in a byte array... */
  if (n_indices <= 256 / 4 * 6)
    {
      /* Generate the byte array if we haven't already */
      if (ctx->rectangle_byte_indices == NULL)
        {
          uint8_t *byte_array = g_malloc (256 / 4 * 6 * sizeof (uint8_t));
          uint8_t *p = byte_array;
          int i, vert_num = 0;

          for (i = 0; i < 256 / 4; i++)
            {
              *(p++) = vert_num + 0;
              *(p++) = vert_num + 1;
              *(p++) = vert_num + 2;
              *(p++) = vert_num + 0;
              *(p++) = vert_num + 2;
              *(p++) = vert_num + 3;
              vert_num += 4;
            }

          ctx->rectangle_byte_indices
            = cogl_indices_new (ctx,
                                COGL_INDICES_TYPE_UNSIGNED_BYTE,
                                byte_array,
                                256 / 4 * 6);

          g_free (byte_array);
        }

      return ctx->rectangle_byte_indices;
    }
  else
    {
      if (ctx->rectangle_short_indices_len < n_indices)
        {
          uint16_t *short_array;
          uint16_t *p;
          int i, vert_num = 0;

          if (ctx->rectangle_short_indices != NULL)
            cogl_object_unref (ctx->rectangle_short_indices);
          /* Pick a power of two >= MAX (512, n_indices) */
          if (ctx->rectangle_short_indices_len == 0)
            ctx->rectangle_short_indices_len = 512;
          while (ctx->rectangle_short_indices_len < n_indices)
            ctx->rectangle_short_indices_len *= 2;

          /* Over-allocate to generate a whole number of quads */
          p = short_array = g_malloc ((ctx->rectangle_short_indices_len
                                       + 5) / 6 * 6
                                      * sizeof (uint16_t));

          /* Fill in the complete quads */
          for (i = 0; i < ctx->rectangle_short_indices_len; i += 6)
            {
              *(p++) = vert_num + 0;
              *(p++) = vert_num + 1;
              *(p++) = vert_num + 2;
              *(p++) = vert_num + 0;
              *(p++) = vert_num + 2;
              *(p++) = vert_num + 3;
              vert_num += 4;
            }

          ctx->rectangle_short_indices
            = cogl_indices_new (ctx,
                                COGL_INDICES_TYPE_UNSIGNED_SHORT,
                                short_array,
                                ctx->rectangle_short_indices_len);

          g_free (short_array);
        }

      return ctx->rectangle_short_indices;
    }
}
Ejemplo n.º 6
0
// This is the main rendering function that you have to implement and provide to ImGui (via setting up 'RenderDrawListsFn' in the ImGuiIO structure)
// If text or lines are blurry when integrating ImGui in your engine:
// - in your Render function, try translating your projection matrix by (0.5f,0.5f) or (0.375f,0.375f)
void ImGui_ImplGtk3Cogl_RenderDrawData(ImDrawData* draw_data)
{
    // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
    ImGuiIO& io = ImGui::GetIO();
    int fb_width = (int)(io.DisplaySize.x * io.DisplayFramebufferScale.x);
    int fb_height = (int)(io.DisplaySize.y * io.DisplayFramebufferScale.y);
    if (fb_width == 0 || fb_height == 0)
        return;
    draw_data->ScaleClipRects(io.DisplayFramebufferScale);

    cogl_framebuffer_orthographic(g_Framebuffer, 0, 0,
                                  io.DisplaySize.x, io.DisplaySize.y,
                                  -1, 1);

    CoglContext *context = cogl_framebuffer_get_context(g_Framebuffer);
    for (int n = 0; n < draw_data->CmdListsCount; n++)
    {
        const ImDrawList* cmd_list = draw_data->CmdLists[n];
        int idx_buffer_offset = 0;

        CoglAttributeBuffer *vertices =
            cogl_attribute_buffer_new(context,
                                      cmd_list->VtxBuffer.Size * sizeof(ImDrawVert),
                                      cmd_list->VtxBuffer.Data);

#define OFFSETOF(TYPE, ELEMENT) ((size_t)&(((TYPE *)0)->ELEMENT))
        CoglAttribute *attrs[3] = {
            cogl_attribute_new(vertices, "cogl_position_in",
                               sizeof(ImDrawVert), OFFSETOF(ImDrawVert, pos),
                               2, COGL_ATTRIBUTE_TYPE_FLOAT),
            cogl_attribute_new(vertices, "cogl_tex_coord0_in",
                               sizeof(ImDrawVert), OFFSETOF(ImDrawVert, uv),
                               2, COGL_ATTRIBUTE_TYPE_FLOAT),
            cogl_attribute_new(vertices, "cogl_color_in",
                               sizeof(ImDrawVert), OFFSETOF(ImDrawVert, col),
                               4, COGL_ATTRIBUTE_TYPE_UNSIGNED_BYTE)
        };
#undef OFFSETOF

        CoglPrimitive *primitive =
            cogl_primitive_new_with_attributes(COGL_VERTICES_MODE_TRIANGLES,
                                               cmd_list->VtxBuffer.Size,
                                               attrs, 3);

        CoglIndices *indices = cogl_indices_new(context,
                                                sizeof(ImDrawIdx) == 2 ?
                                                COGL_INDICES_TYPE_UNSIGNED_SHORT :
                                                COGL_INDICES_TYPE_UNSIGNED_INT,
                                                cmd_list->IdxBuffer.Data,
                                                cmd_list->IdxBuffer.Size);

        for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++)
        {
            const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i];

            cogl_indices_set_offset(indices, sizeof(ImDrawIdx) * idx_buffer_offset);
            cogl_primitive_set_indices(primitive, indices, pcmd->ElemCount);

            if (pcmd->UserCallback)
            {
                pcmd->UserCallback(cmd_list, pcmd);
            }
            else
            {
                bool has_texture = pcmd->TextureId != NULL;
                CoglPipeline *pipeline =
                    has_texture ?
                    (cogl_is_pipeline(pcmd->TextureId) ?
                     (CoglPipeline *) pcmd->TextureId : g_ImagePipeline) :
                    g_ColorPipeline;

                if (has_texture && pipeline == g_ImagePipeline) {
                    cogl_pipeline_set_layer_texture(g_ImagePipeline, 0,
                                                    COGL_TEXTURE(pcmd->TextureId));
                }

                cogl_framebuffer_push_scissor_clip(g_Framebuffer,
                                                   pcmd->ClipRect.x,
                                                   pcmd->ClipRect.y,
                                                   pcmd->ClipRect.z - pcmd->ClipRect.x,
                                                   pcmd->ClipRect.w - pcmd->ClipRect.y);
                cogl_primitive_draw(primitive, g_Framebuffer, pipeline);
                cogl_framebuffer_pop_clip(g_Framebuffer);
            }
            idx_buffer_offset += pcmd->ElemCount;
        }

        for (int i = 0; i < 3; i++)
            cogl_object_unref(attrs[i]);
        cogl_object_unref(primitive);
        cogl_object_unref(vertices);
        cogl_object_unref(indices);
    }
}
Ejemplo n.º 7
0
static gboolean
mash_ply_loader_load (MashDataLoader *data_loader,
                      MashDataFlags flags,
                      const gchar *filename,
                      GError **error)
{
  CoglContext *context;
  CoglIndices *indices;
  MashPlyLoader *self = MASH_PLY_LOADER (data_loader);
  MashPlyLoaderPrivate *priv;
  MashPlyLoaderData data;
  gchar *display_name;
  gboolean ret;

  priv = self->priv;

  context = es_get_cogl_context ();

  data.error = NULL;
  data.n_vertex_bytes = 0;
  data.available_props = 0;
  data.got_props = 0;
  data.vertices = g_byte_array_new ();
  data.faces = NULL;
  data.min_vertex.x = G_MAXFLOAT;
  data.min_vertex.y = G_MAXFLOAT;
  data.min_vertex.z = G_MAXFLOAT;
  data.max_vertex.x = -G_MAXFLOAT;
  data.max_vertex.y = -G_MAXFLOAT;
  data.max_vertex.z = -G_MAXFLOAT;
  data.flags = flags;

  display_name = g_filename_display_name (filename);

  if ((data.ply = ply_open (filename,
                            mash_ply_loader_error_cb,
                            &data)) == NULL)
    mash_ply_loader_check_unknown_error (&data);
  else
    {
      if (!ply_read_header (data.ply))
        mash_ply_loader_check_unknown_error (&data);
      else
        {
          int i;

          for (i = 0; i < G_N_ELEMENTS (mash_ply_loader_properties); i++)
            if (ply_set_read_cb (data.ply, "vertex",
                                 mash_ply_loader_properties[i].name,
                                 mash_ply_loader_vertex_read_cb,
                                 &data, i))
              {
                data.prop_map[i] = data.n_vertex_bytes;
                data.n_vertex_bytes += mash_ply_loader_properties[i].size;
                data.available_props |= 1 << i;
              }

          /* Align the size of a vertex to 32 bits */
          data.n_vertex_bytes = (data.n_vertex_bytes + 3) & ~(guint) 3;

          if ((data.available_props & MASH_PLY_LOADER_VERTEX_PROPS)
              != MASH_PLY_LOADER_VERTEX_PROPS)
            g_set_error (&data.error, MASH_DATA_ERROR,
                         MASH_DATA_ERROR_MISSING_PROPERTY,
                         "PLY file %s is missing the vertex properties",
                         display_name);
          else if (!ply_set_read_cb (data.ply, "face", "vertex_indices",
                                     mash_ply_loader_face_read_cb,
                                     &data, i))
            g_set_error (&data.error, MASH_DATA_ERROR,
                         MASH_DATA_ERROR_MISSING_PROPERTY,
                         "PLY file %s is missing face property "
                         "'vertex_indices'",
                         display_name);
          else if (mash_ply_loader_get_indices_type (&data, &data.error)
                   && !ply_read (data.ply))
            mash_ply_loader_check_unknown_error (&data);
        }

      ply_close (data.ply);
    }

  if (data.error)
    {
      g_propagate_error (error, data.error);
      ret = FALSE;
    }
  else if (data.faces->len < 3)
    {
      g_set_error (error, MASH_DATA_ERROR,
                   MASH_DATA_ERROR_INVALID,
                   "No faces found in %s",
                   display_name);
      ret = FALSE;
    }
  else
    {
      CoglAttributeBuffer *attribute_buffer;
      CoglAttribute *attributes[4];
      int n_attributes = 0, i;

      /* Get rid of the old primitive (if any) */
      mash_ply_loader_free_primitive (self);

      /* Create a new attribute buffer for the vertices */
      attribute_buffer = cogl_attribute_buffer_new (context,
                                                    data.vertices->len,
                                                    data.vertices->data);

      /* And describe the attributes */
      if ((data.available_props & MASH_PLY_LOADER_VERTEX_PROPS) ==
          MASH_PLY_LOADER_VERTEX_PROPS)
        {
          attributes[n_attributes++] =
            cogl_attribute_new (attribute_buffer,
                                "cogl_position_in",
                                data.n_vertex_bytes,
                                data.prop_map[0],
                                3,
                                COGL_ATTRIBUTE_TYPE_FLOAT);
        }

      if ((data.available_props & MASH_PLY_LOADER_NORMAL_PROPS) ==
          MASH_PLY_LOADER_NORMAL_PROPS)
        {
          attributes[n_attributes++] =
            cogl_attribute_new (attribute_buffer,
                                "cogl_normal_in",
                                data.n_vertex_bytes,
                                data.prop_map[3],
                                3,
                                COGL_ATTRIBUTE_TYPE_FLOAT);
        }

      if ((data.available_props & MASH_PLY_LOADER_TEX_COORD_PROPS) ==
          MASH_PLY_LOADER_TEX_COORD_PROPS)
        {
          attributes[n_attributes++] =
            cogl_attribute_new (attribute_buffer,
                                "cogl_tex_coord0_in",
                                data.n_vertex_bytes,
                                data.prop_map[6],
                                2,
                                COGL_ATTRIBUTE_TYPE_FLOAT);
        }

      if ((data.available_props & MASH_PLY_LOADER_COLOR_PROPS) ==
          MASH_PLY_LOADER_COLOR_PROPS)
        {
          attributes[n_attributes++] =
            cogl_attribute_new (attribute_buffer,
                                "cogl_color_in",
                                data.n_vertex_bytes,
                                data.prop_map[8],
                                3,
                                COGL_ATTRIBUTE_TYPE_FLOAT);
        }

      priv->primitive =
        cogl_primitive_new_with_attributes (COGL_VERTICES_MODE_TRIANGLES,
                                            data.vertices->len,
                                            attributes, n_attributes);
      for (i = 0; i < n_attributes; i++)
        cogl_object_unref (attributes[i]);

      indices = cogl_indices_new (context,
                                  data.indices_type,
                                  data.faces->data,
                                  data.faces->len);
      cogl_primitive_set_indices (priv->primitive,
                                  indices,
                                  data.faces->len);
      cogl_object_unref (indices);

      priv->min_vertex = data.min_vertex;
      priv->max_vertex = data.max_vertex;

      ret = TRUE;
    }

  g_free (display_name);
  g_byte_array_free (data.vertices, TRUE);
  if (data.faces)
    g_array_free (data.faces, TRUE);

  return ret;
}