Semantic Issue Use of undeclared identifier 'GL_BGRA_EXT'

Help!!

im such a newbie to getting Unity to talk with Xcode. Ive signed up for a developers program and done all the necessary steps (i think) in this tutorial http://docs.unity3d.com/Manual/iphone-accountsetup.html however unity doesn’t seem to pass on the build to xcode properly, i always have to reopen the project manually in xcode and secondly im getting the following error in xcode:

Semantic Issue
Use of undeclared identifier
‘GL_BGRA_EXT’

#include "CMVideoSampling.h"
 
 
 
#include "CVTextureCache.h"
 
#include "GLESHelper.h"
 
 
 
#include <OpenGLES/ES2/gl.h>
 
#include <AVFoundation/AVFoundation.h>
 
 
 
void CMVideoSampling_Initialize(CMVideoSampling* sampling)
 
{
 
    ::memset(sampling, 0x00, sizeof(CMVideoSampling));
 
    if(CanUseCVTextureCache())
 
        sampling->cvTextureCache = CreateCVTextureCache();
 
    else
 
        GLES_CHK(glGenTextures(2, (GLuint*)sampling->glTex));
 
}
 
 
 
void CMVideoSampling_Uninitialize(CMVideoSampling* sampling)
 
{
 
    if(sampling->cvTextureCacheTexture)
 
    {
 
        CFRelease(sampling->cvTextureCacheTexture);
 
        sampling->cvTextureCacheTexture = 0;
 
    }
 
    if(sampling->cvTextureCache)
 
    {
 
        CFRelease(sampling->cvTextureCache);
 
        sampling->cvTextureCache = 0;
 
    }
 
    if(sampling->glTex[0])
 
    {
 
        GLES_CHK(glDeleteTextures(2, (GLuint*)sampling->glTex));
 
        sampling->glTex[0] = sampling->glTex[1] = 0;
 
    }
 
}
 
 
 
int CMVideoSampling_SampleBuffer(CMVideoSampling* sampling, void* buffer, int w, int h)
 
{
 
    int retTex = 0;
 
 
 
    CVImageBufferRef cvImageBuffer = CMSampleBufferGetImageBuffer((CMSampleBufferRef)buffer);
 
    if(CanUseCVTextureCache())
 
    {
 
        if(sampling->cvTextureCacheTexture)
 
        {
 
            CFRelease(sampling->cvTextureCacheTexture);
 
            FlushCVTextureCache(sampling->cvTextureCache);
 
        }
 
        sampling->cvTextureCacheTexture = CreateTextureFromCVTextureCache(sampling->cvTextureCache, cvImageBuffer, w, h, GL_BGRA_EXT, GL_RGBA, GL_UNSIGNED_BYTE);
 
        if(sampling->cvTextureCacheTexture)
 
            retTex = GetGLTextureFromCVTextureCache(sampling->cvTextureCacheTexture);
 
    }
 
    else
 
    {
 
        retTex = sampling->glTex[1];
 
 
 
        CVPixelBufferLockBaseAddress(cvImageBuffer,0);
 
        void* texData = CVPixelBufferGetBaseAddress(cvImageBuffer);
 
 
 
        // TODO: provide unity interface?
 
        GLES_CHK(glBindTexture(GL_TEXTURE_2D, retTex));
 
        GLES_CHK(glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, w, h, 0, GL_BGRA_EXT, GL_UNSIGNED_BYTE, texData));
 
 
 
        CVPixelBufferUnlockBaseAddress(cvImageBuffer,0);
 
 
 
        // swap read and draw textures
 
        {
 
            int __temp = sampling->glTex[0];
 
            sampling->glTex[0] = sampling->glTex[1];
 
            sampling->glTex[1] = __temp;
 
        }
 
    }
 
 
 
    GLES_CHK(glBindTexture(GL_TEXTURE_2D, retTex));
 
    GLES_CHK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
 
    GLES_CHK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR));
 
    GLES_CHK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
 
    GLES_CHK(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
 
    GLES_CHK(glBindTexture(GL_TEXTURE_2D, 0));
 
 
 
    return retTex;
 
}
 
 
 
int  CMVideoSampling_LastSampledTexture(CMVideoSampling* sampling)
 
{
 
    return sampling->cvTextureCacheTexture ? GetGLTextureFromCVTextureCache(sampling->cvTextureCacheTexture) : sampling->glTex[0];
 
}

Any ideas? ive started from scratch with a basic scene with just a cube in it to eliminate any other issues. please help

cheers

Your question has been answered here:

http://forum.unity3d.com/threads/newbie-help-errors-with-basic-ios-export.270347/