{
int pnum, nv, nc, nu, nu2, nt, i;
const int points[6] = { 0, 1, 2, 0, 2, 3 };
- int x, y, w, h, px, py;
+ int x = 0, y = 0, w = 0, h = 0, px = 0, py = 0;
GLfloat tx[4], ty[4];
Eina_Bool blend = 1;
DATA32 cmul;
Cutout_Rects *rects;
Cutout_Rect *r;
int c, cx, cy, cw, ch, cr, cg, cb, ca, i;
- int x, y, w, h;
+ int x = 0, y = 0, w = 0, h = 0;
Eina_List *l;
int n, k, num_active_edges, y0, y1, *sorted_index, j;
evas_gl_common_texture_yuv_new(Evas_GL_Context *gc, DATA8 **rows, int w, int h)
{
Evas_GL_Texture *tex;
- Eina_List *l_after = NULL;
- int u = 0, v = 0;
+// Eina_List *l_after = NULL;
+// int u = 0, v = 0;
tex = calloc(1, sizeof(Evas_GL_Texture));
if (!tex) return NULL;
void
evas_gl_common_texture_yuv_update(Evas_GL_Texture *tex, DATA8 **rows, int w, int h)
{
- int y;
-
if (!tex->pt) return;
// FIXME: works on lowest size 4 pixel high buffers. must also be multiple of 2
#ifdef GL_UNPACK_ROW_LENGTH
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
_tex_sub_2d(0, 0, w / 2, h / 2, tex->ptv->format, tex->ptv->dataformat, rows[h + (h / 2)]);
#else
+ int y;
+
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
glBindTexture(GL_TEXTURE_2D, tex->pt->texture);