guint out_width, out_height;
gint i;
+ GLint viewport_dim[4];
+
const GLfloat vVertices[] = { 1.0f, -1.0f, 0.0f,
1.0f, 0.0f,
-1.0f, -1.0f, 0.0f,
else if (gl->DrawBuffer)
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
+ gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
+
gl->Viewport (0, 0, out_width, out_height);
gl->ClearColor (0.0, 0.0, 0.0, 0.0);
/* we are done with the shader */
gst_gl_context_clear_shader (context);
+ gl->Viewport (viewport_dim[0], viewport_dim[1], viewport_dim[2],
+ viewport_dim[3]);
+
gst_gl_context_check_framebuffer_status (context);
gl->BindFramebuffer (GL_FRAMEBUFFER, 0);