glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
+ glEnable(GL_VERTEX_ARRAY);
+ glEnable(GL_TEXTURE_COORD_ARRAY);
+
vgl->ActiveTexture( GL_TEXTURE0);
vgl->ClientActiveTexture( GL_TEXTURE0);
+
glEnable(vgl->tex_target);
glBindTexture(vgl->tex_target, vgl->texture[0][0]);
glVertexPointer(2, GL_FLOAT, 0, vertexCoord);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ glDisable(vgl->tex_target);
+ glDisable(GL_TEXTURE_COORD_ARRAY);
+ glDisable(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
- glDisable(vgl->tex_target);
}
static void draw_with_shaders( vout_display_opengl_t *vgl, float *left, float *top, float *right, float *bottom )