/* Unbind any EGLImage texture that may be bound, so we don't
* overwrite it.*/
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
0, 0, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
buffer->buffer.width, buffer->buffer.height, 0,
(struct wlsc_shm_buffer *) buffer_base;
glBindTexture(GL_TEXTURE_2D, es->texture);
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_BGRA_EXT,
buffer->buffer.width, buffer->buffer.height, 0,
GL_BGRA_EXT, GL_UNSIGNED_BYTE, buffer->data);