Robert Bragg 56bc54d242 [cogl_polygon] fixes a buffer overrun and color format bug
We were calculating our vertex stride and allocating our vertex array
differently depending on whether the user passed TRUE for use_color or not.
The problem was that we were always writting color data to the array
regardless of use_color.

There was also a bug with _cogl_texture_sliced_polygon in that it was
writing byte color components but we were expecting float components.  We
now use byte components in _cogl_multitexture_unsliced_polygon too and pass
GL_UNSIGNED_BYTE to glColorPointer.
2009-06-29 23:49:06 +01:00
..
2009-06-11 14:17:51 +01:00
2009-05-29 12:31:47 +01:00