userdata[i].last_height[1] = 0;
userdata[i].last_interlaced = false;
userdata[i].last_has_signal = false;
+ userdata[i].last_is_connected = false;
for (unsigned field = 0; field < 2; ++field) {
glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y[field]);
check_error();
}
//static int sumsum = 0;
-FrameAllocator::Frame PBOFrameAllocator::alloc_frame()
+bmusb::FrameAllocator::Frame PBOFrameAllocator::alloc_frame()
{
Frame vf;