We are using shaders everywhere and so they are not needed
gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
- gl->Disable (GL_TEXTURE_2D);
gl->Enable (GL_DEPTH_TEST);
gst_gl_context_clear_shader (GST_GL_BASE_MIXER (mixer)->context);
gl->BindTexture (GL_TEXTURE_2D, 0);
- if (gst_gl_context_get_gl_api (GST_GL_BASE_MIXER (mixer)->context) &
- GST_GL_API_OPENGL)
- gl->Disable (GL_TEXTURE_2D);
gl->Disable (GL_DEPTH_TEST);
gl->Disable (GL_CULL_FACE);