As a result we need to bind it on every draw in order to have the
correct state in the GL state machine.
if (gl->BindVertexArray)
gl->BindVertexArray (priv->vao);
- else
- gtk_gst_gl_widget_bind_buffer (gst_widget);
+ gtk_gst_gl_widget_bind_buffer (gst_widget);
gl->ActiveTexture (GL_TEXTURE0);
gl->BindTexture (GL_TEXTURE_2D, tex);
if (gl->BindVertexArray)
gl->BindVertexArray (0);
- else
- gtk_gst_gl_widget_unbind_buffer (gst_widget);
+ gtk_gst_gl_widget_unbind_buffer (gst_widget);
gl->BindTexture (GL_TEXTURE_2D, 0);
}