gst_buffer_get_video_affine_transformation_meta
(gl_sink->stored_buffer[0]);
- gst_gl_get_affine_transformation_meta_as_ndc (af_meta, matrix);
+ gst_gl_get_affine_transformation_meta_as_ndc_ext (af_meta, matrix);
if (gl_sink->transform_matrix)
gst_gl_multiply_matrix4 (gl_sink->transform_matrix, matrix, matrix);
result[i] = tmp[i];
}
-void
-gst_gl_get_affine_transformation_meta_as_ndc (GstVideoAffineTransformationMeta *
- meta, gfloat * matrix)
+void gst_gl_get_affine_transformation_meta_as_ndc_ext
+ (GstVideoAffineTransformationMeta * meta, gfloat * matrix)
{
if (!meta) {
int i;
const gchar * shader_vertex_source,
const gchar * shader_fragment_source, GstGLShader ** shader);
void gst_gl_multiply_matrix4 (const gfloat * a, const gfloat * b, gfloat * result);
-void gst_gl_get_affine_transformation_meta_as_ndc (GstVideoAffineTransformationMeta *
+void gst_gl_get_affine_transformation_meta_as_ndc_ext (GstVideoAffineTransformationMeta *
meta, gfloat * matrix);
G_END_DECLS
af_meta =
gst_buffer_get_video_affine_transformation_meta (vagg_pad->buffer);
- gst_gl_get_affine_transformation_meta_as_ndc (af_meta, matrix);
+ gst_gl_get_affine_transformation_meta_as_ndc_ext (af_meta, matrix);
gst_gl_shader_set_uniform_matrix_4fv (video_mixer->shader,
"u_transformation", 1, FALSE, matrix);
}