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[pango-display-list] Don't premultiply the colour twice
When rendering a glyph run from a texture we were premultiplying the colour once in display_list_render() and then again in display_list_render_texture(). This was causing the color to come out wrong. This fixes bug #1775. Thanks to Pierre-Luc Beaudoin for reporting.
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@ -240,7 +240,6 @@ _cogl_pango_display_list_render_texture (CoglHandle material,
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{
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CoglColor premult_color = *color;
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cogl_material_set_layer (material, 0, node->d.texture.texture);
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cogl_color_premultiply (&premult_color);
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cogl_material_set_color (material, &premult_color);
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cogl_set_source (material);
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