Commit 6989ef71 authored by Sam Lantinga's avatar Sam Lantinga

Adam Strzelecki to SDL

When graphic card has no GL_ARB_texture_rectangle YUV textures mapped with SDL_RenderCopy are stretched 2x horizontally, so only left half of texture is visible. This is due:
       data->texw = (GLfloat) (texture->w) / texture_w;
       data->texh = (GLfloat) texture->h / texture_h;
But afterwards texture_w /= 2 for YUV texture, but data->texw stays as it was before, while it should be multiplied 2x.

This bug can be seen in any program setting env variables: GL_APPLE_ycbcr_422=0 GL_EXT_texture_rectangle=0 GL_ARB_texture_rectangle=0

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404468
parent 999d46db
...@@ -829,11 +829,14 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) ...@@ -829,11 +829,14 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
/* YUV formats use RGBA but are really two bytes per pixel */ /* YUV formats use RGBA but are really two bytes per pixel */
if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) { if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
texture_w /= 2;
if (data->type == GL_TEXTURE_2D) {
data->texw *= 2.0f;
}
data->HACK_RYAN_FIXME = 2; data->HACK_RYAN_FIXME = 2;
} else { } else {
data->HACK_RYAN_FIXME = 1; data->HACK_RYAN_FIXME = 1;
} }
texture_w /= data->HACK_RYAN_FIXME;
data->format = format; data->format = format;
data->formattype = type; data->formattype = type;
......
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