Create a buffer for the vertex data and place vertexes
there at initialization time. Then just use the buffer
for each texture blit.
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
Reviewed-by: Marc-André Lureau <marcandre.lureau@redhat.com>
Reviewed-by: Max Reitz <mreitz@redhat.com>
libepoxy does the opengl extension handling for us.
It also is helpful for trouble-shooting as it prints nice error messages
instead of silently failing or segfaulting in case we do something
wrong, like using gl commands not supported by the current context.
Signed-off-by: Gerd Hoffmann <kraxel@redhat.com>
Reviewed-by: Max Reitz <mreitz@redhat.com>