SDL_WM_SetCaption("OpenGL window", NULL);
// geez
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
unsigned img_w, img_h;
check_error();
glBindTexture(GL_TEXTURE_2D, texture_num);
check_error();
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ check_error();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, needs_mipmaps ? GL_LINEAR_MIPMAP_NEAREST : GL_LINEAR);
check_error();
glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch);
void YCbCrInput::finalize()
{
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ check_error();
+
// Create PBOs to hold the textures holding the input image, and then the texture itself.
glGenBuffers(3, pbos);
check_error();