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Robert Bragg
46866f8e94
[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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