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#!/bin/bash | |
set -x | |
USAGE() { | |
cat << EOF | |
Usage: ${0##*/} <-i ident.p12> [-p password] <-m profile.mobileprovision> [-a com.example.app] [-n NewName] [-I Info.plist] | |
-i ident.p12 The signing identity file. | |
-p password The password of signing identity file. | |
-m profile.mobileprovision Signing provision profile | |
-a com.example.app Override CFBundleIdentifier |
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local hyper = {'shift', 'cmd'} | |
local hyper2 = {'ctrl', 'cmd'} | |
-- hyper + up maximize the current window | |
hs.hotkey.bind(hyper, 'up', function() | |
hs.grid.maximizeWindow() | |
end) | |
hs.hotkey.bind(hyper, "Left", function() | |
local win = hs.window.focusedWindow() | |
local f = win:frame() |
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1. The texture target needs to be GLES20.GL_TEXTURE_EXTERNAL_OES instead of GL_TEXTURE_2D, e.g. in the glBindTexture calls and glTexParameteri calls. | |
2. In the fragment shader define a requirement to use the extension: | |
#extension GL_OES_EGL_image_external : require | |
3. For the texture sampler used in the fragment shader, use samplerExternalOES instead of sampler2D. | |
Everything below here is all in the C code, no more Java. | |
4. In the C code, use glEGLImageTargetTexture2DOES(GL_TEXTURE_EXTERNAL_OES, eglImage) to specify where the data is, instead of using glTexImage2D family of functions. |