// matrix, rather than perpendicular to it. this has the advantage that,
// for example, the unit matrix is plotted as a straight ridge, rather
// than as a series of bumps and valleys along the diagonal
- patches[index].vertices[0](0) = j;
- patches[index].vertices[0](1) = -static_cast<signed int>(i);
- patches[index].vertices[1](0) = j;
- patches[index].vertices[1](1) = -static_cast<signed int>(i + 1);
- patches[index].vertices[2](0) = j + 1;
- patches[index].vertices[2](1) = -static_cast<signed int>(i);
- patches[index].vertices[3](0) = j + 1;
- patches[index].vertices[3](1) = -static_cast<signed int>(i + 1);
+ patches[index].vertices[0][0] = j;
+ patches[index].vertices[0][1] = -static_cast<signed int>(i);
+ patches[index].vertices[1][0] = j;
+ patches[index].vertices[1][1] = -static_cast<signed int>(i + 1);
+ patches[index].vertices[2][0] = j + 1;
+ patches[index].vertices[2][1] = -static_cast<signed int>(i);
+ patches[index].vertices[3][0] = j + 1;
+ patches[index].vertices[3][1] = -static_cast<signed int>(i + 1);
// next scale all the patch
// coordinates by the block
// size, to get original