edl plugin names eng, fix segv for opengl brender, renderfarm rework strategy, perf...
[goodguy/history.git] / cinelerra-5.1 / plugins / rgb601 / rgb601.C
index 05a715b013f6b66967907a5e1861183c2bdf223f..988f6ec887bc03abfd66f57d818d19593efe11fd 100644 (file)
@@ -51,7 +51,7 @@ RGB601Main::~RGB601Main()
 
 }
 
-const char* RGB601Main::plugin_title() { return _("RGB - 601"); }
+const char* RGB601Main::plugin_title() { return N_("RGB - 601"); }
 int RGB601Main::is_realtime() { return 1; }
 
 
@@ -117,14 +117,8 @@ void RGB601Main::read_data(KeyFrame *keyframe)
                        }
                }
        }
-
-       if(thread)
-       {
-               ((RGB601Window*)thread->window)->update();
-       }
 }
 
-
 #define CREATE_TABLE(max) \
 { \
        for(int i = 0; i < max; i++) \
@@ -359,24 +353,22 @@ int RGB601Main::handle_opengl()
        get_output()->bind_texture(0);
 
        unsigned int frag_shader = 0;
-       switch(get_output()->get_color_model())
-       {
-               case BC_YUV888:
-               case BC_YUVA8888:
-                       frag_shader = VFrame::make_shader(0,
-                               config.direction == 1 ? yuv_fwd_frag : yuv_rev_frag,
-                               0);
+       switch( get_output()->get_color_model() ) {
+       case BC_YUV888:
+       case BC_YUVA8888:
+               frag_shader = VFrame::make_shader(0,
+                       config.direction == 1 ? yuv_fwd_frag : yuv_rev_frag,
+                       0);
                break;
 
-               default:
-                       frag_shader = VFrame::make_shader(0,
-                               config.direction == 1 ? rgb_fwd_frag : rgb_rev_frag,
-                               0);
+       default:
+               frag_shader = VFrame::make_shader(0,
+                       config.direction == 1 ? rgb_fwd_frag : rgb_rev_frag,
+                       0);
                break;
        }
 
-       if(frag_shader)
-       {
+       if( frag_shader > 0 ) {
                glUseProgram(frag_shader);
                glUniform1i(glGetUniformLocation(frag_shader, "tex"), 0);
        }