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preparing iOS release

Merged Martin Finkel requested to merge mfkl/vlc-unity:ios-release into master
@@ -47,8 +47,8 @@ bool OpenGLWatermark::setup()
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -57,7 +57,7 @@ bool OpenGLWatermark::setup()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, imageWidth, imageHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, watermark_raw);
//I'm not sure we need a mipmap
glGenerateMipmap(GL_TEXTURE_2D);
// glGenerateMipmap(GL_TEXTURE_2D); // this gives an error 502 on iOS
//create OpenGL program
static const char *vertexShaderSource = R"raw(
@@ -175,7 +175,7 @@ void OpenGLWatermark::draw(GLuint framebuffer, unsigned width, unsigned height)
GLint oldProgram, oldVbo, oldTexture;
GLboolean oldBlend;
glGetIntegerv(GL_CURRENT_PROGRAM, &oldProgram);
glGetIntegerv(GL_ARRAY_BUFFER, &oldVbo);
glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &oldVbo);
glGetBooleanv(GL_BLEND, &oldBlend);
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTexture);
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