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authordec05eba <dec05eba@protonmail.com>2024-08-19 19:46:15 +0200
committerdec05eba <dec05eba@protonmail.com>2024-08-19 19:46:15 +0200
commit3f9bf43a4accc2e90390a348b67b6748f3a90cce (patch)
treeab827a49eb320512430b2dae537a3cb69228edce
parenta3cc09dc7c551214211c0f184e4207f595788e76 (diff)
Add define to use glEGLImageTargetTexture2DOES
-rw-r--r--README.md2
-rw-r--r--window_texture.h1
2 files changed, 2 insertions, 1 deletions
diff --git a/README.md b/README.md
index 37de08b..dca1f01 100644
--- a/README.md
+++ b/README.md
@@ -4,4 +4,4 @@ For example when you use a compositor such as picom you cant get window textures
However with EGL there is no such issue (limitation) on nvidia (nor amd and intel).
# Dependencies
-egl (a library such as libglvnd), x11, xcomposite
+gl and egl (both are part of libglvnd), x11, xcomposite
diff --git a/window_texture.h b/window_texture.h
index 7d3f899..2cf46fb 100644
--- a/window_texture.h
+++ b/window_texture.h
@@ -6,6 +6,7 @@ extern "C" {
#endif
#define EGL_EGLEXT_PROTOTYPES
+#define GL_GLEXT_PROTOTYPES
#include <GL/gl.h>
#include <EGL/egl.h>
#include <EGL/eglext.h>