gst_gl_sized_gl_format_from_gl_format_type (context, tex_format,
tex_type);
- if (!gl_mem->tex_id) {
+ if (!gl_mem->texture_wrapped) {
gl_mem->tex_id =
_new_texture (context, gl_mem->tex_target, internal_format, tex_format,
tex_type, gl_mem->tex_width, GL_MEM_HEIGHT (gl_mem));
mem = g_slice_new0 (GstGLMemory);
mem->tex_id = texture_id;
+ mem->texture_wrapped = TRUE;
_gl_mem_init (mem, _gl_allocator, NULL, context, NULL, info, valign, plane,
user_data, notify);
mem->tex_target = texture_target;
- mem->texture_wrapped = TRUE;
mem = (GstGLMemory *) gst_gl_base_buffer_alloc_data ((GstGLBaseBuffer *) mem);
GST_MINI_OBJECT_FLAG_SET (mem, GST_GL_BASE_BUFFER_FLAG_NEED_DOWNLOAD);