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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.
@bcachet
bcachet / splitpatch.rb
Created November 9, 2011 15:03
Script to split a unified patch file into several ones
#!/usr/bin/env ruby
#
# splitpatch is a simple script to split a patch up into multiple patch files.
# if the --hunks option is provided on the command line, each hunk gets its
# own patchfile.
#
# Copyright (C) 2007, Peter Hutterer <peter@cs.unisa.edu.au>
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by