From 7cf4b63c917d2e4ddc8abef0ee86bd1e0d0e3820 Mon Sep 17 00:00:00 2001 From: Tomaž Vajngerl Date: Mon, 24 Aug 2015 15:00:26 +0900 Subject: opengl: push mask coords to the shaders along the image coords If using the same texture to store the image and mask data (for example when using texture atlas) the mask and image (RGB) coords aren't the same anymore. With this commit we always define the mask coords separately. (cherry picked from commit bdce4e29191aa5bd029efa242e094aba45c44869) Conflicts: vcl/opengl/program.cxx Change-Id: Ie33f87a6e9ab398972c6a3d5938e5f1364c82d36 Reviewed-on: https://gerrit.libreoffice.org/18012 Reviewed-by: Tor Lillqvist Tested-by: Tor Lillqvist --- vcl/inc/opengl/program.hxx | 2 ++ 1 file changed, 2 insertions(+) (limited to 'vcl/inc') diff --git a/vcl/inc/opengl/program.hxx b/vcl/inc/opengl/program.hxx index 0f0f9a5a5221..8289a56de4bf 100644 --- a/vcl/inc/opengl/program.hxx +++ b/vcl/inc/opengl/program.hxx @@ -36,6 +36,7 @@ private: GLuint mnPositionAttrib; GLuint mnTexCoordAttrib; GLuint mnAlphaCoordAttrib; + GLuint mnMaskCoordAttrib; TextureList maTextures; bool mbBlending; @@ -56,6 +57,7 @@ public: void SetVertices( const GLvoid* pData ); void SetTextureCoord( const GLvoid* pData ); void SetAlphaCoord( const GLvoid* pData ); + void SetMaskCoord(const GLvoid* pData); void SetUniform1f( const OString& rName, GLfloat v1 ); void SetUniform2f( const OString& rName, GLfloat v1, GLfloat v2 ); -- cgit