Make sure atlas antries can correctly filter/wrap textures

The virtual textures would each have their own values for wrapping
and filtering which could lead to conflict and/or extraneous GL
commands being issued.

Change-Id: I64cb59a03e598f46bf645bd1d30fccfa63a07431
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 2465b48..f12119a 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -2352,7 +2352,7 @@
 
     if (CC_LIKELY(mesh && mesh->verticesCount > 0)) {
         mCaches.activeTexture(0);
-        Texture* texture = entry ? &entry->texture : mCaches.textureCache.get(bitmap);
+        Texture* texture = entry ? entry->texture : mCaches.textureCache.get(bitmap);
         if (!texture) return DrawGlInfo::kStatusDone;
         const AutoTexture autoCleanup(texture);