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.
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


git-svn-id: 75429ccc2030f235ccf16e6b9b7f8e83d5edd22e@5555 c70aab31-4412-0410-b14c-859654838e24

albertz/sdl,albertz/sdl,albertz/sdl,albertz/sdl