void
evas_gl_common_image_map4_draw(Evas_GL_Context *gc, Evas_GL_Image *im,
- RGBA_Map_Point *p, int smooth, int level)
+ RGBA_Map_Point *p, int smooth, int level __UNUSED__)
{
RGBA_Draw_Context *dc;
int r, g, b, a;
struct {
int num, pix;
} c, a, v, r, n, d;
-} texinfo = {0};
+} texinfo = {{0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}};
static void
_print_tex_count(void)
}
static int
-_pool_tex_alloc(Evas_GL_Texture_Pool *pt, int w, int h, int *u, int *v, Eina_List **l_after)
+_pool_tex_alloc(Evas_GL_Texture_Pool *pt, int w, int h __UNUSED__, int *u, int *v, Eina_List **l_after)
{
Eina_List *l;
Evas_GL_Texture *tex, *tex2;
glBindTexture(GL_TEXTURE_2D, gc->pipe[0].shader.cur_tex);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
+#else
+ gc = NULL;
+ w = 0;
+ h = 0;
+ intformat = 0;
+ format = 0;
#endif
return pt;
}
void
evas_gl_common_texture_alpha_update(Evas_GL_Texture *tex, DATA8 *pixels,
- unsigned int w, unsigned int h, int fh)
+ unsigned int w, unsigned int h, int fh __UNUSED__)
{
if (!tex->pt) return;
glBindTexture(GL_TEXTURE_2D, tex->pt->texture);