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authorRomain Guy <romainguy@google.com>2012-06-11 16:03:47 -0700
committerRomain Guy <romainguy@google.com>2012-06-11 16:11:56 -0700
commit16c88085255c71a1a8fc034129aa2dcc61e1ddd0 (patch)
treed582a3cff3847c2befee35dccd94d2b1e02b018c /docs/html/sdk/api_diff/16/changes
parent527ee91b60426b5a344e9905c7f9a14d6d26219e (diff)
Textured text calls could be invisible
Bug #6597730 Text would sometimes not appear when rendered with textured content (BitmapShader, LinearGradientShader, etc.) This was due to a misuse of OpenGL texture unit in FontRenderer. Textured text normally uses two texture units: - texture unit 0 for the font cache - texture unit 1 for the textured content (gradient, etc.) Recent changes to the font renderer allow it to bind new textures while processing the text's geometry (this happens when caches get full or when switching font size for instance.) The bindings were done without ensuring the texture unit was the correct one (unit 0), thus replacing the content of another texture unit (unit 1). This lead to text being drawn using the font cache itself as the content texture, making the text invisible. Change-Id: I392b4c884f09223305f6cbc6253e2ef9a98944c9
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