out_views = 1;
}
- /* FIXME: the auxillary buffer could have a different transform matrix */
- {
- GstVideoAffineTransformationMeta *af_meta;
- gfloat matrix[16];
-
- af_meta =
- gst_buffer_get_video_affine_transformation_meta (priv->primary_in);
- gst_gl_get_affine_transformation_meta_as_ndc (af_meta, matrix);
- gst_gl_shader_set_uniform_matrix_4fv (viewconvert->shader,
- "u_transformation", 1, FALSE, matrix);
- }
-
/* attach the texture to the FBO to renderer to */
for (i = 0; i < out_views; i++) {
guint gl_target =
gl->DrawBuffer (GL_COLOR_ATTACHMENT0);
gl->GetIntegerv (GL_VIEWPORT, viewport_dim);
gl->Viewport (0, 0, out_width, out_height);
+
gst_gl_shader_use (viewconvert->shader);
+
+ /* FIXME: the auxillary buffer could have a different transform matrix */
+ {
+ GstVideoAffineTransformationMeta *af_meta;
+ gfloat matrix[16];
+
+ af_meta =
+ gst_buffer_get_video_affine_transformation_meta (priv->primary_in);
+ gst_gl_get_affine_transformation_meta_as_ndc (af_meta, matrix);
+ gst_gl_shader_set_uniform_matrix_4fv (viewconvert->shader,
+ "u_transformation", 1, FALSE, matrix);
+ }
+
if (gl->BindVertexArray)
gl->BindVertexArray (priv->vao);
else