gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_set_uniform_1f (shader, "gauss_width", width);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_set_uniform_1f (shader, "gauss_height", height);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 7, gauss_kernel);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE2);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, effects->intexture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1f (shader, "alpha", 1.0f);
gst_gl_shader_set_uniform_1i (shader, "base", 2);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1f (shader, "beta", (gfloat) 1 / 3.5f);
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_set_uniform_1f (shader, "height", height);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
- gl->Enable (GL_TEXTURE_1D);
gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]);
gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->TexImage1D (GL_TEXTURE_1D, 0, curve->bytes_per_pixel,
curve->width, 0, GL_RGB, GL_UNSIGNED_BYTE, curve->pixel_data);
-
- gl->Disable (GL_TEXTURE_1D);
}
#endif
if (USING_GLES2 (context) || USING_OPENGL3 (context)) {
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, effects->curve[curve_index]);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGB,
curve->width, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, curve->pixel_data);
- gl->Disable (GL_TEXTURE_2D);
}
}
gl->ActiveTexture (GL_TEXTURE2);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 2);
- gl->Disable (GL_TEXTURE_2D);
-
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_1D);
gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]);
gst_gl_shader_set_uniform_1i (shader, "curve", 1);
-
- gl->Disable (GL_TEXTURE_1D);
}
#endif
if (USING_GLES2 (context) || USING_OPENGL3 (context)) {
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, effects->curve[curve_index]);
gst_gl_shader_set_uniform_1i (shader, "curve", 1);
-
- gl->Disable (GL_TEXTURE_2D);
}
gst_gl_filter_draw_texture (filter, texture, width, height);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- if (USING_OPENGL (context))
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gl->GenTextures (1, &effects->curve[curve_index]);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
- gl->Enable (GL_TEXTURE_1D);
gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]);
gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri (GL_TEXTURE_1D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->TexImage1D (GL_TEXTURE_1D, 0, GL_RGB,
curve->width, 0, GL_RGB, GL_UNSIGNED_BYTE, curve->pixel_data);
-
- gl->Disable (GL_TEXTURE_1D);
}
#endif
if (USING_GLES2 (context) || USING_OPENGL3 (context)) {
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, effects->curve[curve_index]);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
gl->TexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->TexImage2D (GL_TEXTURE_2D, 0, GL_RGB,
curve->width, 1, 0, GL_RGB, GL_UNSIGNED_BYTE, curve->pixel_data);
- gl->Disable (GL_TEXTURE_2D);
}
}
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
- gl->Disable (GL_TEXTURE_2D);
-
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (context)) {
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_1D);
gl->BindTexture (GL_TEXTURE_1D, effects->curve[curve_index]);
gst_gl_shader_set_uniform_1i (shader, "curve", 1);
-
- gl->Disable (GL_TEXTURE_1D);
}
#endif
if (USING_GLES2 (context) || USING_OPENGL3 (context)) {
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, effects->curve[curve_index]);
gst_gl_shader_set_uniform_1i (shader, "curve", 1);
-
- gl->Disable (GL_TEXTURE_2D);
}
gst_gl_filter_draw_texture (filter, texture, width, height);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_set_uniform_1f (shader, "width", width);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_set_uniform_1f (shader, "height", height);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_set_uniform_1i (shader, "invert", effects->invert);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1i (shader, "tex", 0);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1fv (shader, "kernel", 9, gauss_kernel);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_filter_draw_texture (filter, texture, width, height);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1f (shader, "width", width);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1f (shader, "height", height);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "tex", 1);
gst_gl_shader_set_uniform_1i (shader, "invert", TRUE);
gst_gl_shader_use (shader);
gl->ActiveTexture (GL_TEXTURE2);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, effects->midtexture[2]);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (shader, "base", 2);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1f (shader, "alpha", (gfloat) 0.5f);
gst_gl_shader_set_uniform_1i (shader, "blend", 1);
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable (GL_CULL_FACE);
- glDisable (GL_TEXTURE_2D);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
gst_gl_context_clear_shader (v->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_use (v->shader);
gst_gl_context_clear_shader (v->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_use (v->shader);
gst_gl_shader_use (deinterlace_filter->shader);
- gl->Enable (GL_TEXTURE_2D);
-
if (G_UNLIKELY (deinterlace_filter->prev_tex == 0)) {
gst_gl_context_gen_texture (GST_GL_BASE_FILTER (filter)->context,
&deinterlace_filter->prev_tex,
gl->ActiveTexture (GL_TEXTURE0);
gst_gl_shader_set_uniform_1i (deinterlace_filter->shader, "tex", 0);
- gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_shader_set_uniform_1f (deinterlace_filter->shader, "max_comb",
5.0f / 255.0f);
gl->ClientActiveTexture (GL_TEXTURE0);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
- gl->Disable (GL_TEXTURE_2D);
-
if (texture == filter->in_tex_id) {
temp = filter->in_tex_id;
filter->in_tex_id = deinterlace_filter->prev_tex;
gst_gl_shader_use (differencematte->shader[0]);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (differencematte->shader[0], "current", 0);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, differencematte->savedbgtexture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (differencematte->shader[0], "saved", 1);
gst_gl_shader_use (differencematte->shader[1]);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (differencematte->shader[1], "tex", 0);
gst_gl_shader_use (differencematte->shader[2]);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (differencematte->shader[2], "tex", 0);
gst_gl_shader_use (differencematte->shader[3]);
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (differencematte->shader[3], "blend", 0);
gl->ActiveTexture (GL_TEXTURE1);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, differencematte->newbgtexture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (differencematte->shader[3], "base", 1);
gl->ActiveTexture (GL_TEXTURE2);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, differencematte->midtexture[2]);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (differencematte->shader[3], "alpha", 2);
};
gl->ActiveTexture (GL_TEXTURE0);
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->Disable (GL_TEXTURE_2D);
gst_gl_shader_set_uniform_1i (glass_filter->shader, "tex", 0);
gst_gl_shader_set_uniform_1f (glass_filter->shader, "yrot", rotation);
gst_gl_context_clear_shader (GST_GL_BASE_FILTER (filter)->context);
- gl->Disable (GL_TEXTURE_2D);
gl->Disable (GL_BLEND);
}
/* make sure that the environnement is clean */
gst_gl_context_clear_shader (gl_sink->context);
-
+ gl->BindTexture (GL_TEXTURE_2D, 0);
#if GST_GL_HAVE_OPENGL
if (USING_OPENGL (gl_sink->context))
gl->Disable (GL_TEXTURE_2D);
#endif
- gl->BindTexture (GL_TEXTURE_2D, 0);
-
sample = gst_sample_new (gl_sink->stored_buffer,
gl_sink->caps, &GST_BASE_SINK (gl_sink)->segment, NULL);
gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
- gl->Disable (GL_TEXTURE_2D);
gl->Enable (GL_DEPTH_TEST);
}
#endif
- if (gst_gl_context_get_gl_api (GST_GL_BASE_FILTER (filter)->context) &
- GST_GL_API_OPENGL)
- gl->Enable (GL_TEXTURE_2D);
-
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, texture);
gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
- if (gst_gl_context_get_gl_api (GST_GL_BASE_MIXER (mixer)->context) &
- GST_GL_API_OPENGL)
- gl->Disable (GL_TEXTURE_2D);
gl->Disable (GL_DEPTH_TEST);
gl->Disable (GL_CULL_FACE);
};
gl->ActiveTexture (GL_TEXTURE0);
-
- gl->Enable (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, texture);
- gl->ClientActiveTexture (GL_TEXTURE0);
-
gl->EnableClientState (GL_VERTEX_ARRAY);
- gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
-
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
+
+ gl->ClientActiveTexture (GL_TEXTURE0);
+ gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
- gl->Enable (GL_TEXTURE_2D);
- gl->BindTexture (GL_TEXTURE_2D, tex);
+ gl->ActiveTexture (GL_TEXTURE_2D);
+ gl->BindTexture (GL_TEXTURE_2D, tex_id);
gl->EnableClientState (GL_VERTEX_ARRAY);
- gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
+
+ gl->ClientActiveTexture (GL_TEXTURE0);
+ gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
-
- gl->Disable (GL_TEXTURE_2D);
}
#endif
#if GST_GL_HAVE_GLES2
gl->MatrixMode (GL_PROJECTION);
gl->LoadIdentity ();
- gl->Enable (GL_TEXTURE_2D);
+ gl->ActiveTexture (GL_TEXTURE_2D);
gl->BindTexture (GL_TEXTURE_2D, tex_id);
gl->EnableClientState (GL_VERTEX_ARRAY);
- gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->VertexPointer (2, GL_FLOAT, 0, &verts);
+
+ gl->ClientActiveTexture (GL_TEXTURE0);
+ gl->EnableClientState (GL_TEXTURE_COORD_ARRAY);
gl->TexCoordPointer (2, GL_FLOAT, 0, &texcoords);
gl->DrawArrays (GL_TRIANGLE_FAN, 0, 4);
gl->DisableClientState (GL_VERTEX_ARRAY);
gl->DisableClientState (GL_TEXTURE_COORD_ARRAY);
-
- gl->Disable (GL_TEXTURE_2D);
}
#endif
#if GST_GL_HAVE_GLES2