glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_RECTANGLE_ARB, display->use_fbo_texture, 0);
+ if (GLEW_ARB_fragment_shader)
+ gst_gl_shader_use (NULL);
+
+
glPushAttrib(GL_VIEWPORT_BIT);
glMatrixMode(GL_PROJECTION);
glDrawBuffer(GL_NONE);
- //in case of the developer forgot the de-init use of GLSL in the scene code
- if (display->colorspace_conversion == GST_GL_DISPLAY_CONVERSION_GLSL)
- glUseProgramObjectARB (0);
-
- glDisable(GL_TEXTURE_RECTANGLE_ARB);
-
- glMatrixMode(GL_PROJECTION);
+ glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();