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Sam Lantinga authored
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
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atomic | ||
audio | ||
cpuinfo | ||
events | ||
file | ||
haptic | ||
joystick | ||
libm | ||
loadso | ||
main | ||
power | ||
stdlib | ||
thread | ||
timer | ||
video | ||
SDL.c | ||
SDL_assert.c | ||
SDL_compat.c | ||
SDL_error.c | ||
SDL_error_c.h | ||
SDL_fatal.c | ||
SDL_fatal.h |