# HG changeset patch # User Sam Lantinga # Date 1266381772 0 # Node ID d8308bc267bc37d471ad7c7116f5e04aeb7f4d38 # Parent 9676307d93bec77c7b315b2e0796110d70872ccf 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 diff -r 9676307d93be -r d8308bc267bc src/video/SDL_renderer_gl.c --- a/src/video/SDL_renderer_gl.c Sun Feb 14 15:55:10 2010 +0000 +++ b/src/video/SDL_renderer_gl.c Wed Feb 17 04:42:52 2010 +0000 @@ -829,11 +829,14 @@ /* YUV formats use RGBA but are really two bytes per pixel */ 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; } else { data->HACK_RYAN_FIXME = 1; } - texture_w /= data->HACK_RYAN_FIXME; data->format = format; data->formattype = type;