const float dy = shadow->dy;
int texture_id;
gboolean is_offscreen;
- float prev_dx;
- float prev_dy;
g_assert (shadow->radius <= 0);
max_x = min_x + shadow_child->bounds.size.width;
max_y = min_y + shadow_child->bounds.size.height;
- prev_dx = builder->dx;
- prev_dy = builder->dy;
-
if (gsk_render_node_get_node_type (shadow_child) == GSK_TEXT_NODE)
{
ops_offset (builder, dx, dy);
render_text_node (self, shadow_child, builder, &shadow->color, TRUE);
- ops_offset (builder, prev_dx, prev_dy);
+ ops_offset (builder, - dx, - dy);
continue;
}
ops_draw (builder, vertex_data);
}
- ops_offset (builder, prev_dx, prev_dy);
+ ops_offset (builder, - dx, - dy);
}
/* Now draw the child normally */