} else
#endif
{
+ decoder->ClearAllAttributes();
glEnableVertexAttribArray(kVertexPositionAttrib);
glBindBuffer(GL_ARRAY_BUFFER, buffer_id_);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
- decoder->RestoreAttribute(kVertexPositionAttrib);
+ decoder->RestoreAllAttributes();
decoder->RestoreTextureState(source_id);
decoder->RestoreTextureState(dest_id);
decoder->RestoreTextureUnitBindings(0);