Thanks Dongyeon for finding out this solution. Now that was
one nasty bug :)
Somehow the currently bound texture id would not match what
Evas expected, so Evas would not call glBindTexture when
required. As a result it was drawing black (sampling from tex 0).
@fix
(dst->w == dst_w) && (dst->h == dst_h))
return dst;
+ evas_gl_common_image_update(gc, src);
+ if (!src->tex)
+ {
+ ERR("No source texture.");
+ return NULL;
+ }
+
if (dst)
{
if (dst->scaled.origin == src)
}
evas_gl_common_image_free(dst);
}
- evas_gl_common_image_update(gc, src);
- if (!src->tex)
- {
- ERR("No source texture.");
- return NULL;
- }
dst = calloc(1, sizeof(Evas_GL_Image));
if (!dst) return NULL;