return NULL;
}
+ printf("created a new texture for %dx%d: %d\n", width, height, tex);
glBindTexture( GL_TEXTURE_2D, tex );
glTexImage2D( GL_TEXTURE_2D, 0, internal_format, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
#else
std::string path = std::string(getenv("MLT_MOVIT_PATH") ? getenv("MLT_MOVIT_PATH") : SHADERDIR);
#endif
- bool success = init_movit( path, mlt_log_get_level() == MLT_LOG_DEBUG? MOVIT_DEBUG_ON : MOVIT_DEBUG_OFF );
+ bool success = init_movit( path, MOVIT_DEBUG_ON );
filter->set( "glsl_supported", success );
}