[657/906] filterapp: port to non-glew
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@ -193,7 +193,7 @@ gst_gl_filter_app_filter_texture (GstGLFilter * filter, guint in_tex,
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else {
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else {
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//blocking call, use a FBO
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//blocking call, use a FBO
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gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex,
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gst_gl_filter_render_to_target (filter, TRUE, in_tex, out_tex,
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gst_gl_filter_app_callback, NULL);
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gst_gl_filter_app_callback, filter);
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}
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}
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return TRUE;
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return TRUE;
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@ -204,29 +204,11 @@ static void
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gst_gl_filter_app_callback (gint width, gint height, guint texture,
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gst_gl_filter_app_callback (gint width, gint height, guint texture,
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gpointer stuff)
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gpointer stuff)
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{
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{
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glEnable (GL_TEXTURE_RECTANGLE_ARB);
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GstGLFilter *filter = GST_GL_FILTER (stuff);
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glBindTexture (GL_TEXTURE_RECTANGLE_ARB, texture);
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GstGLFuncs *gl = filter->display->gl_vtable;
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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glTexParameteri (GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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glTexEnvi (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gl->MatrixMode (GL_PROJECTION);
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gl->LoadIdentity ();
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glMatrixMode (GL_PROJECTION);
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gst_gl_filter_draw_texture (filter, texture, width, height);
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glLoadIdentity ();
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glBegin (GL_QUADS);
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glTexCoord2i (0, 0);
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glVertex2f (-1.0f, -1.0f);
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glTexCoord2i (width, 0);
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glVertex2f (1.0f, -1.0f);
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glTexCoord2i (width, height);
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glVertex2f (1.0f, 1.0f);
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glTexCoord2i (0, height);
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glVertex2f (-1.0f, 1.0f);
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glEnd ();
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}
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}
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