Evas GL common: Only push color VBO for map when required

Since the new shader selection system is able to check the
value of nomul, we can avoid pushing color when they are not
required (color is opaque white).

Hopefully this will fix Dave's crash (mayyyyybe...)
This commit is contained in:
Jean-Philippe Andre 2015-04-13 11:13:52 +09:00
parent 1438a980dd
commit be45a45a26
1 changed files with 1 additions and 1 deletions

View File

@ -2594,7 +2594,7 @@ evas_gl_common_context_image_map_push(Evas_Engine_GL_Context *gc,
gc->pipe[pn].shader.ch = ch;
gc->pipe[pn].array.line = 0;
gc->pipe[pn].array.use_vertex = 1;
gc->pipe[pn].array.use_color = 1;
gc->pipe[pn].array.use_color = !nomul;
gc->pipe[pn].array.use_texuv = 1;
gc->pipe[pn].array.use_texuv2 = (utexture || uvtexture) ? 1 : 0;
gc->pipe[pn].array.use_texuv3 = (utexture) ? 1 : 0;