diff options
Diffstat (limited to 'src/render/opengles2/SDL_render_gles2.c')
-rw-r--r-- | src/render/opengles2/SDL_render_gles2.c | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c index 0f74aeadc2..3933100d68 100644 --- a/src/render/opengles2/SDL_render_gles2.c +++ b/src/render/opengles2/SDL_render_gles2.c @@ -1237,7 +1237,7 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s break; } } - else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; // Texture formats match, use the non color mapping shader (even if the formats are not ABGR) + else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */ } else { switch (texture->format) @@ -1334,7 +1334,7 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect GLfloat tmp; GLES2_ActivateRenderer(renderer); - + rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER); rdata->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE); fAngle[0] = fAngle[1] = fAngle[2] = fAngle[3] = (GLfloat)(360.0f - angle); @@ -1403,7 +1403,7 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect break; } } - else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; // Texture formats match, use the non color mapping shader (even if the formats are not ABGR) + else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */ } else { switch (texture->format) @@ -1476,7 +1476,7 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect vertices[1] = vertices[3] = vertices[5]; vertices[5] = vertices[7] = tmp; } - + rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 1, GL_FLOAT, GL_FALSE, 0, &fAngle); rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, translate); rdata->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices); |