Use triangle strips for drawing surfaces.
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a234e70268
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@ -40,7 +40,7 @@ repaint(void *data)
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struct wl_surface *surface;
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struct wl_surface *surface;
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struct surface_data *sd;
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struct surface_data *sd;
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GLint vertices[12];
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GLint vertices[12];
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GLint tex_coords[8] = { 1, 0, 1, 1, 0, 1, 0, 0 };
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GLint tex_coords[8] = { 1, 0, 1, 1, 0, 0, 0, 1 };
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GLuint indices[4] = { 0, 1, 2, 3 };
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GLuint indices[4] = { 0, 1, 2, 3 };
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/* This part is where we actually copy the buffer to screen.
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/* This part is where we actually copy the buffer to screen.
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@ -64,11 +64,11 @@ repaint(void *data)
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vertices[5] = 0;
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vertices[5] = 0;
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vertices[6] = sd->map.x + sd->map.width;
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vertices[6] = sd->map.x + sd->map.width;
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vertices[7] = sd->map.y + sd->map.height;
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vertices[7] = sd->map.y;
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vertices[8] = 0;
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vertices[8] = 0;
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vertices[9] = sd->map.x + sd->map.width;
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vertices[9] = sd->map.x + sd->map.width;
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vertices[10] = sd->map.y;
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vertices[10] = sd->map.y + sd->map.height;
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vertices[11] = 0;
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vertices[11] = 0;
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glBindTexture(GL_TEXTURE_2D, sd->texture);
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glBindTexture(GL_TEXTURE_2D, sd->texture);
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@ -80,7 +80,7 @@ repaint(void *data)
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(3, GL_INT, 0, vertices);
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glVertexPointer(3, GL_INT, 0, vertices);
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glTexCoordPointer(2, GL_INT, 0, tex_coords);
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glTexCoordPointer(2, GL_INT, 0, tex_coords);
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glDrawElements(GL_QUADS, 4, GL_UNSIGNED_INT, indices);
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glDrawElements(GL_TRIANGLE_STRIP, 4, GL_UNSIGNED_INT, indices);
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}
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}
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wl_surface_iterator_destroy(iterator);
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wl_surface_iterator_destroy(iterator);
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