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@ -254,9 +254,9 @@ egl_surface_create_from_cairo_surface(cairo_surface_t *surface, |
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glGenTextures(1, &es->texture); |
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glBindTexture(GL_TEXTURE_2D, es->texture); |
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, |
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GL_BGRA, GL_UNSIGNED_BYTE, data); |
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@ -354,9 +354,9 @@ background_create(const char *filename, int width, int height) |
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glGenTextures(1, &background->texture); |
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glBindTexture(GL_TEXTURE_2D, background->texture); |
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, pixbuf_width, pixbuf_height, 0, |
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GL_BGR, GL_UNSIGNED_BYTE, data); |
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@ -655,9 +655,9 @@ notify_surface_attach(struct wl_compositor *compositor, |
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glBindTexture(GL_TEXTURE_2D, es->texture); |
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_REPEAT); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); |
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eglBindTexImage(ec->display, es->surface, GL_TEXTURE_2D); |
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} |
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