-static int InitTextures( vout_thread_t *p_vout )
-{
- vout_sys_t *p_sys = p_vout->p_sys;
- int i_index;
-
- glDeleteTextures( 2, p_sys->p_textures );
- glGenTextures( 2, p_sys->p_textures );
-
- for( i_index = 0; i_index < 2; i_index++ )
- {
- glBindTexture( VLCGL_TARGET, p_sys->p_textures[i_index] );
-
- /* Set the texture parameters */
- glTexParameterf( VLCGL_TARGET, GL_TEXTURE_PRIORITY, 1.0 );
-
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
-
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
- glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-#ifdef __APPLE__
- /* Tell the driver not to make a copy of the texture but to use
- our buffer */
- glEnable( GL_UNPACK_CLIENT_STORAGE_APPLE );
- glPixelStorei( GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE );
-
-#if 0
- /* Use VRAM texturing */
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_CACHED_APPLE );
-#else
- /* Use AGP texturing */
- glTexParameteri( VLCGL_TARGET, GL_TEXTURE_STORAGE_HINT_APPLE,
- GL_STORAGE_SHARED_APPLE );
-#endif
-#endif
-
- /* Call glTexImage2D only once, and use glTexSubImage2D later */
- glTexImage2D( VLCGL_TARGET, 0, 3, p_sys->i_tex_width,
- p_sys->i_tex_height, 0, VLCGL_FORMAT, VLCGL_TYPE,
- p_sys->pp_buffer[i_index] );
- }
-
- return 0;
-}
-