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[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.
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@ -960,18 +960,21 @@ _cogl_texture_sliced_polygon (CoglTextureVertex *vertices,
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v = (GLfloat *)ctx->logged_vertices->data;
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for (i = 0; i < n_vertices; i++)
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{
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GLfloat *c;
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guint8 *c;
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v[0] = vertices[i].x;
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v[1] = vertices[i].y;
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v[2] = vertices[i].z;
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/* NB: [X,Y,Z,TX,TY,R,G,B,A,...] */
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c = v + 5;
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c[0] = cogl_color_get_red_byte (&vertices[i].color);
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c[1] = cogl_color_get_green_byte (&vertices[i].color);
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c[2] = cogl_color_get_blue_byte (&vertices[i].color);
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c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
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if (use_color)
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{
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/* NB: [X,Y,Z,TX,TY,R,G,B,A,...] */
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c = (guint8 *) (v + 5);
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c[0] = cogl_color_get_red_byte (&vertices[i].color);
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c[1] = cogl_color_get_green_byte (&vertices[i].color);
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c[2] = cogl_color_get_blue_byte (&vertices[i].color);
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c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
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}
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v += stride;
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}
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@ -1065,8 +1068,8 @@ _cogl_multitexture_unsliced_polygon (CoglTextureVertex *vertices,
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i < n_vertices;
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v += stride, i++)
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{
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GLfloat *c;
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int j;
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guint8 *c;
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int j;
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/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
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v[0] = vertices[i].x;
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@ -1111,12 +1114,15 @@ _cogl_multitexture_unsliced_polygon (CoglTextureVertex *vertices,
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t[1] = ty;
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}
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/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
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c = v + 3 + 2 * n_layers;
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c[0] = cogl_color_get_red_float (&vertices[i].color);
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c[1] = cogl_color_get_green_float (&vertices[i].color);
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c[2] = cogl_color_get_blue_float (&vertices[i].color);
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c[3] = cogl_color_get_alpha_float (&vertices[i].color);
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if (use_color)
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{
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/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
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c = (guint8 *) (v + 3 + 2 * n_layers);
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c[0] = cogl_color_get_red_byte (&vertices[i].color);
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c[1] = cogl_color_get_green_byte (&vertices[i].color);
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c[2] = cogl_color_get_blue_byte (&vertices[i].color);
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c[3] = cogl_color_get_alpha_byte (&vertices[i].color);
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}
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}
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_cogl_material_flush_gl_state (ctx->source_material,
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@ -1229,7 +1235,7 @@ cogl_polygon (CoglTextureVertex *vertices,
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/* Our data is arranged like:
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* [X, Y, Z, TX0, TY0, TX1, TY1..., R, G, B, A,...] */
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stride = 3 + (2 * n_layers) + (use_color ? 4 : 0);
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stride = 3 + (2 * n_layers) + (use_color ? 1 : 0);
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stride_bytes = stride * sizeof (GLfloat);
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/* Make sure there is enough space in the global vertex
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@ -1248,7 +1254,7 @@ cogl_polygon (CoglTextureVertex *vertices,
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if (use_color)
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{
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enable_flags |= COGL_ENABLE_COLOR_ARRAY;
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GE( glColorPointer (4, GL_FLOAT,
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GE( glColorPointer (4, GL_UNSIGNED_BYTE,
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stride_bytes,
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/* NB: [X,Y,Z,TX,TY...,R,G,B,A,...] */
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v + 3 + 2 * n_layers) );
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