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);