evas - gl enigne - mask logic fix with texa draw arrays

this fixes a logic oops in addition of masking to evas which caused
crashes with a null texa array causing a crash in gldrawarrays
This commit is contained in:
Carsten Haitzler 2015-02-10 02:27:00 +09:00
parent 48d8cdb4dd
commit 2ca0756ad6
1 changed files with 1 additions and 1 deletions

View File

@ -3343,7 +3343,7 @@ shader_array_flush(Evas_Engine_GL_Context *gc)
MASK_TEXTURE += 1;
}
else if (gc->pipe[i].region.type == RTYPE_MAP)
else if (gc->pipe[i].array.use_texa && (gc->pipe[i].region.type == RTYPE_MAP))
{
/* FIXME:
* This is a workaround as we hijack some tex ids