sizeof (CoglTextureGLVertex), p->t ) );
GE( glBindTexture (ctx->texture_target, ctx->texture_current) );
- GE( glDrawArrays (GL_QUADS, 0, ctx->texture_vertices->len) );
+ GE( glDrawArrays (GL_TRIANGLES, 0, ctx->texture_vertices->len) );
g_array_set_size (ctx->texture_vertices, 0);
}
/* Add the quad to the list of queued vertices */
g_array_set_size (ctx->texture_vertices,
- ctx->texture_vertices->len + 4);
+ ctx->texture_vertices->len + 6);
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
- ctx->texture_vertices->len - 4);
+ ctx->texture_vertices->len - 6);
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy2);
p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty2);
p++;
- p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy1);
- p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty1);
+ p->v[0] = CFX_F (slice_qx1); p->v[1] = CFX_F (slice_qy1);
+ p->t[0] = CFX_F (slice_tx1); p->t[1] = CFX_F (slice_ty1);
p++;
+
p->v[0] = CFX_F (slice_qx1); p->v[1] = CFX_F (slice_qy1);
p->t[0] = CFX_F (slice_tx1); p->t[1] = CFX_F (slice_ty1);
p++;
+ p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy2);
+ p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty2);
+ p++;
+ p->v[0] = CFX_F (slice_qx2); p->v[1] = CFX_F (slice_qy1);
+ p->t[0] = CFX_F (slice_tx2); p->t[1] = CFX_F (slice_ty1);
+ p++;
#undef CFX_F
}
ty2 = ty2 * (y_span->size - y_span->waste) / y_span->size;
/* Add the quad to the list of queued vertices */
- g_array_set_size (ctx->texture_vertices, ctx->texture_vertices->len + 4);
+ g_array_set_size (ctx->texture_vertices, ctx->texture_vertices->len + 6);
p = &g_array_index (ctx->texture_vertices, CoglTextureGLVertex,
- ctx->texture_vertices->len - 4);
+ ctx->texture_vertices->len - 6);
#define CFX_F(x) COGL_FIXED_TO_FLOAT(x)
p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y2);
p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty2);
p++;
- p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y1);
- p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty1);
+ p->v[0] = CFX_F (x1); p->v[1] = CFX_F (y1);
+ p->t[0] = CFX_F (tx1); p->t[1] = CFX_F (ty1);
p++;
+
p->v[0] = CFX_F (x1); p->v[1] = CFX_F (y1);
p->t[0] = CFX_F (tx1); p->t[1] = CFX_F (ty1);
p++;
+ p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y2);
+ p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty2);
+ p++;
+ p->v[0] = CFX_F (x2); p->v[1] = CFX_F (y1);
+ p->t[0] = CFX_F (tx2); p->t[1] = CFX_F (ty1);
+ p++;
#undef CFX_F
}