}
else
{
- if ((!tex->alpha) && (tex->pt->native))
+ //Tizen Only : (!tex->im->native.offbuffer)
+ if ((!tex->alpha) && (tex->pt->native) && (!tex->im->native.offbuffer))
shader = evas_gl_common_shader_choice(0, NULL, r, g, b, a, !!mtex,
SHADER_TEX_NOMUL_AFILL, SHADER_TEX_AFILL,
SHADER_IMG_MASK_NOMUL, SHADER_IMG_MASK);
im->native.func.free = _native_free_cb;
im->native.target = GL_TEXTURE_2D;
im->native.mipmap = 0;
+ //Tizen Only
+ im->native.offbuffer = 1;
glsym_evas_gl_common_image_native_enable(im);
}
}
im->native.func.bind = _native_bind_cb;
im->native.func.unbind = _native_unbind_cb;
im->native.func.free = _native_free_cb;
-
+ //Tizen Only
+ im->native.offbuffer = 0;
+
glsym_evas_gl_common_image_native_enable(im);
}
}
im->native.func.free = _native_free_cb;
im->native.target = GL_TEXTURE_2D;
im->native.mipmap = 0;
+ //Tizen Only
+ im->native.offbuffer = 0;
// FIXME: need to implement mapping sub texture regions
// x, y, w, h for possible texture atlasing