       @prog.set_uniform('u_scale_aspect', 'vec2', [sx, sy])
       @prog.set_uniform('u_scale_length', 'float', [scale_length])
 
+      @I_triangles = mainGlGlyph.I_triangles
       if @I_triangles.length < 65535
         # Data is small enough to draw in one pass
         @index_buffer.set_size(@I_triangles.length*2)

        I[i*6+4] = 0 + 4*i
        I[i*6+5] = 3 + 4*i

    _update_scale: (sx, sy) ->
      # Update segment data and cumsum so the length along the line has the
      # scale aspect ratio in it. In the vertex shader we multiply with the
      # "isotropic part" of the scale.


      # Do we need to re-calculate segment data and cumsum?
      if Math.abs(@_scale_aspect - (sy / sx)) > Math.abs(1e-3 * @_scale_aspect)
        mainGlGlyph.update_scale(sx, sy)
        @_scale_aspect = sy / sx

      # Select buffers from main glyph
