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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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.. | ||
common | ||
gl | ||
gles | ||
cogl-bitmap.h | ||
cogl-color.h | ||
cogl-debug.h | ||
cogl-deprecated.h | ||
cogl-fixed.h | ||
cogl-material.h | ||
cogl-matrix.h | ||
cogl-offscreen.h | ||
cogl-path.h | ||
cogl-shader.h | ||
cogl-texture.h | ||
cogl-types.h | ||
cogl-vertex-buffer.h | ||
cogl.h.in | ||
cogl.pc.in | ||
Makefile.am | ||
TODO |