Merge "Textured text calls could be invisible Bug #6597730" into jb-dev
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@ -598,6 +598,7 @@ void FontRenderer::allocateTextureMemory(CacheTexture* cacheTexture) {
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glGenTextures(1, &cacheTexture->mTextureId);
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}
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Caches::getInstance().activeTexture(0);
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glBindTexture(GL_TEXTURE_2D, cacheTexture->mTextureId);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// Initialize texture dimensions
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@ -826,6 +827,7 @@ void FontRenderer::checkTextureUpdate() {
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}
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}
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caches.activeTexture(0);
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glBindTexture(GL_TEXTURE_2D, mCurrentCacheTexture->mTextureId);
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if (mLinearFiltering != mCurrentCacheTexture->mLinearFiltering) {
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const GLenum filtering = mLinearFiltering ? GL_LINEAR : GL_NEAREST;
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@ -2422,6 +2422,7 @@ status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
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linearFilter = fabs(y - (int) y) > 0.0f || fabs(x - (int) x) > 0.0f;
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}
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// The font renderer will always use texture unit 0
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mCaches.activeTexture(0);
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setupDraw();
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setupDrawDirtyRegionsDisabled();
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@ -2432,6 +2433,8 @@ status_t OpenGLRenderer::drawText(const char* text, int bytesCount, int count,
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setupDrawBlending(true, mode);
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setupDrawProgram();
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setupDrawModelView(x, y, x, y, pureTranslate, true);
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// See comment above; the font renderer must use texture unit 0
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// assert(mTextureUnit == 0)
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setupDrawTexture(fontRenderer.getTexture(linearFilter));
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setupDrawPureColorUniforms();
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setupDrawColorFilterUniforms();
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