const GstGLFuncs *gl = context->gl_vtable;
GString *ext_g_str = g_string_sized_new (1024);
const gchar *ext_const_c_str = NULL;
- int i, n;
+ GLint i = 0;
+ GLint n = 0;
gl->GetIntegerv (GL_NUM_EXTENSIONS, &n);
GLuint texture_fbo, GLCB_V2 cb, gpointer stuff)
{
const GstGLFuncs *gl;
- GLint viewport_dim[4];
+ GLint viewport_dim[4] = { 0 };
g_return_val_if_fail (GST_IS_GL_FRAMEBUFFER (frame), FALSE);
g_return_val_if_fail (texture_fbo_width > 0 && texture_fbo_height > 0, FALSE);
/* compile */
gl->CompileShader (priv->vertex_handle);
/* check everything is ok */
+ status = GL_FALSE;
gl->GetShaderiv (priv->vertex_handle, GL_COMPILE_STATUS, &status);
priv->vtable.GetShaderInfoLog (priv->vertex_handle,
/* compile */
gl->CompileShader (priv->fragment_handle);
/* check everything is ok */
+ status = GL_FALSE;
priv->vtable.GetShaderiv (priv->fragment_handle,
GL_COMPILE_STATUS, &status);
/* if nothing failed link shaders */
gl->LinkProgram (priv->program_handle);
+ status = GL_FALSE;
priv->vtable.GetProgramiv (priv->program_handle, GL_LINK_STATUS, &status);
priv->vtable.GetProgramInfoLog (priv->program_handle,