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gstglcolorconvert: micro optimization
Don't call glClear && glClearColor at each draw since we're going to draw the whole viewport anyway. Gets rid of a glFlush triggered by glClear on OSX.
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@ -1540,9 +1540,6 @@ _do_convert_draw (GstGLContext * context, GstGLColorConvert * convert)
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gl->Viewport (0, 0, out_width, out_height);
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gl->Viewport (0, 0, out_width, out_height);
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gl->ClearColor (0.0, 0.0, 0.0, 0.0);
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gl->Clear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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gst_gl_shader_use (convert->shader);
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gst_gl_shader_use (convert->shader);
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if (gl->BindVertexArray)
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if (gl->BindVertexArray)
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