struct wl_surface *surface;
struct surface_data *sd;
GLint vertices[12];
- GLint tex_coords[8] = { 1, 0, 1, 1, 0, 1, 0, 0 };
+ GLint tex_coords[8] = { 1, 0, 1, 1, 0, 0, 0, 1 };
GLuint indices[4] = { 0, 1, 2, 3 };
/* This part is where we actually copy the buffer to screen.
vertices[5] = 0;
vertices[6] = sd->map.x + sd->map.width;
- vertices[7] = sd->map.y + sd->map.height;
+ vertices[7] = sd->map.y;
vertices[8] = 0;
vertices[9] = sd->map.x + sd->map.width;
- vertices[10] = sd->map.y;
+ vertices[10] = sd->map.y + sd->map.height;
vertices[11] = 0;
glBindTexture(GL_TEXTURE_2D, sd->texture);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_INT, 0, vertices);
glTexCoordPointer(2, GL_INT, 0, tex_coords);
- glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, indices);
+ glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, indices);
}
wl_surface_iterator_destroy(iterator);