)]}'
{
  "commit": "cf0e85b5ebc51b695c7d673047f84cbd2c7bfef9",
  "tree": "ce8ebd29482522b98e9871cebdbe6480b4f2d6ff",
  "parents": [
    "a0355b74be48bae62aa31d353d2fe24210e68a2a"
  ],
  "author": {
    "name": "Nicolas Capens",
    "email": "capn@google.com",
    "time": "Fri Aug 14 17:49:01 2015 -0400"
  },
  "committer": {
    "name": "Nicolas Capens",
    "email": "capn@google.com",
    "time": "Wed Aug 19 21:39:57 2015 +0000"
  },
  "message": "Fix avoiding VBO use in glDrawTex().\n\nThe glDrawTex() implementation intends to use vertex array pointers,\nso set the array buffer to null to prevent it from taking precedence.\nAlso save/restore projection and modelview matrices.\n\nBug 23021204\n\nChange-Id: I6b3e59d737a9b75180e6f03e9a686871640f7edd\nReviewed-on: https://swiftshader-review.googlesource.com/3880\nTested-by: Greg Hartman \u003cghartman@google.com\u003e\nReviewed-by: Nicolas Capens \u003ccapn@google.com\u003e\nTested-by: Nicolas Capens \u003ccapn@google.com\u003e\n",
  "tree_diff": [
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