OS X, we first render, then reload the texture to be used next
time. */
+#ifdef SYS_DARWIN
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
+#else
-#ifndef SYS_DARWIN
/* Update the texture */
glTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0,
p_vout->render.i_width, p_vout->render.i_height,
- VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->p_buffer );
+ VLCGL_RGB_FORMAT, VLCGL_RGB_TYPE, p_sys->pp_buffer[0] );
#endif
if( p_sys->i_effect == OPENGL_EFFECT_NONE )
glDisable( VLCGL_TARGET );
+#ifdef SYS_DARWIN
/* Switch buffers */
p_sys->i_index = ( p_sys->i_index + 1 ) & 1;
p_pic->p->p_pixels = p_sys->pp_buffer[p_sys->i_index];
-#ifdef SYS_DARWIN
/* Update the texture */
glBindTexture( VLCGL_TARGET, p_sys->p_textures[p_sys->i_index] );
glTexSubImage2D( VLCGL_TARGET, 0, 0, 0, p_sys->i_tex_width,