Adam Strzelecki to SDL
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

aduros/SDL,cebash/SDL_PSL1GHT,cebash/SDL_PSL1GHT,cebash/SDL_PSL1GHT,aduros/SDL,aduros/SDL,cebash/SDL_PSL1GHT,aduros/SDL,cebash/SDL_PSL1GHT,aduros/SDL