The number of material layers enabled when logging a quad in the journal
determines the stride of the corresponding vertex data (since we need a set
of texture coordinates for each layer.) By padding data in the case where we
have only one layer we can avoid a change in stride if we are mixing single
and double layer primitives in a scene (e.g. relevent for a composite
manager that may use 2 layers for all shaped windows) Avoiding stride
changes means we can minimize calls to gl{Vertex,Color}Pointer when flushing
the journal.
Since we need to update the texcoord pointers when the actual number of
layers changes, this adds another batch_and_call() stage to deal with
glTexCoordPointer and enabling/disabling the client arrays.