changeset 3707:d8308bc267bc

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
author Sam Lantinga <slouken@libsdl.org>
date Wed, 17 Feb 2010 04:42:52 +0000
parents 9676307d93be
children d3f7cf8b0db0
files src/video/SDL_renderer_gl.c
diffstat 1 files changed, 4 insertions(+), 1 deletions(-) [+]
line wrap: on
line diff
--- 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;