GLushort indices[] = { 0, 1, 2, 3, 0 };
- GLint attr_position_loc = 0;
- GLint attr_uv_loc = 0;
+ GLint attr_position_loc = -1;
+ GLint attr_uv_loc = -1;
if (gst_gl_context_get_gl_api (v->context)) {
GLushort indices[] = { 0, 1, 2, 3, 0 };
- GLint attr_position_loc = 0;
+ GLint attr_position_loc = -1;
if (gst_gl_context_get_gl_api (v->context)) {
GstGLShaderPrivate *priv;
GstGLFuncs *gl;
- g_return_val_if_fail (shader != NULL, 0);
+ g_return_val_if_fail (shader != NULL, -1);
priv = shader->priv;
- g_return_val_if_fail (priv->program_handle != 0, 0);
+ g_return_val_if_fail (priv->program_handle != 0, -1);
if (0 == priv->vertex_handle)
return -1;