gl->Viewport (0, 0, texture_fbo_width, texture_fbo_height);
+#if GST_GL_HAVE_OPENGL
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
+#endif
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* the opengl scene */
cb (stuff);
+#if GST_GL_HAVE_OPENGL
gl->DrawBuffer (GL_NONE);
+#endif
gl->Viewport (viewport_dim[0], viewport_dim[1],
viewport_dim[2], viewport_dim[3]);
fail_if (tex == 0, "failed to create texture");
#if GST_GL_HAVE_GLES2
- shader = gst_gl_shader_new (display);
+ shader = gst_gl_shader_new (context);
fail_if (shader == NULL, "failed to create shader object");
gst_gl_shader_set_vertex_source (shader, vertex_shader_str_gles2);