Correctly cast the variables
Share more shaders code
Create the fbo when creating the surface
Support fill renderer on the tesselator path

For that we improve the texture shader to support non
normalized texture coordinates.
Also pass the pool on the figure draw function to be
able to create a temporary surface with the same pool
Use an enum to identify the different compiled programs
Convert the texture shader setup function to use the texture
unit correctly
Also improve the error handling on the renderer drawing function
Set the correct transformation matrix
Comments++
Add the silhoutte texture shader
For blending we should use a premul alpha
Set the rop based on the parameter
Use the right color to zero the buffer
When creating a texture pass also the data to set

Also be sure to use the correct type for textures
When setting the rop be sure to enable the blend
Comments++