p_sys->i_effect = OPENGL_EFFECT_NONE;
#endif
}
- if( val.psz_string ) free( val.psz_string );
+ free( val.psz_string );
if( p_sys->i_effect & ( OPENGL_EFFECT_CUBE |
OPENGL_EFFECT_TRANSPARENT_CUBE ) )
/* Free the texture buffer*/
glDeleteTextures( 2, p_sys->p_textures );
- if( p_sys->pp_buffer[0] ) free( p_sys->pp_buffer[0] );
- if( p_sys->pp_buffer[1] ) free( p_sys->pp_buffer[1] );
+ free( p_sys->pp_buffer[0] );
+ free( p_sys->pp_buffer[1] );
if( p_sys->p_vout->pf_unlock )
{