Message ID | 20240910234649.28591-3-laurent.pinchart@ideasonboard.com |
---|---|
State | Accepted |
Headers | show |
Series |
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Related | show |
diff --git a/src/apps/qcam/viewfinder_gl.cpp b/src/apps/qcam/viewfinder_gl.cpp index 5be7bec539bf..b2096faf859f 100644 --- a/src/apps/qcam/viewfinder_gl.cpp +++ b/src/apps/qcam/viewfinder_gl.cpp @@ -533,8 +533,6 @@ void ViewFinderGL::initializeGL() /* Create Vertex Shader */ if (!createVertexShader()) qWarning() << "[ViewFinderGL]: create vertex shader failed."; - - glClearColor(1.0f, 1.0f, 1.0f, 0.0f); } void ViewFinderGL::doRender() @@ -821,7 +819,7 @@ void ViewFinderGL::paintGL() } if (image_) { - glClearColor(0.0, 0.0, 0.0, 1.0); + glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); doRender();
There's no need to call glClearColor() twice before drawing any GL content. Drop the first call. This doesn't introduce any functional change. While at it, pass floats instead of doubles to glClearColor(), as required by the function. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> --- src/apps/qcam/viewfinder_gl.cpp | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-)