[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.
This commit is contained in:
Neil Roberts 2009-08-18 18:07:37 +01:00
parent 9befb055d0
commit 6a9130f10f

View File

@ -240,7 +240,6 @@ _cogl_pango_display_list_render_texture (CoglHandle material,
{ {
CoglColor premult_color = *color; CoglColor premult_color = *color;
cogl_material_set_layer (material, 0, node->d.texture.texture); cogl_material_set_layer (material, 0, node->d.texture.texture);
cogl_color_premultiply (&premult_color);
cogl_material_set_color (material, &premult_color); cogl_material_set_color (material, &premult_color);
cogl_set_source (material); cogl_set_source (material);