{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, display->upload_fbo);
- glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex);
- glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8,
- display->upload_width, display->upload_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
- glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ /* no more needed? upload_uptex should already be in the pool */
+ /* glBindTexture(GL_TEXTURE_RECTANGLE_ARB, display->upload_outtex); */
+ /* glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA8, */
+ /* display->upload_width, display->upload_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); */
+ /* glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); */
+ /* glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); */
+ /* glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); */
+ /* glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); */
//attach the texture to the FBO to renderer to
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,