int yinvert = 0;
Shader_Type shd_in = SHD_IMAGE;
int tex_target = GL_TEXTURE_2D;
- Evas_Native_Surface *ens;
+ Evas_Native_Surface *ens = NULL;
if (tex->im)
{
if (tex->im->native.data)
if (!nomul)
PUSH_6_COLORS(pn, r, g, b, a);
+
+ if (pt->dyn.img)
+ shader_array_flush(gc);
}
void
PUSH_MASK(pn, mtex, mx, my, mw, mh, masksam);
if (!nomul)
PUSH_6_COLORS(pn, r, g, b, a);
+
+ if (tex->pt->dyn.img)
+ shader_array_flush(gc);
}
void
PUSH_MASK(pn, mtex, mx, my, mw, mh, masksam);
- if (!flat)
+ if (!flat || tex->pt->dyn.img)
{
shader_array_flush(gc);
gc->foc = 0;