diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c index a21bdffe3..4fe1594c5 100644 --- a/src/render/opengles/SDL_render_gles.c +++ b/src/render/opengles/SDL_render_gles.c @@ -556,7 +556,7 @@ static int GLES_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_FRect * dstrect) { - GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; + GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata; GLfloat minx, miny, maxx, maxy; GLfloat minu, maxu, minv, maxv; GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first); @@ -607,7 +607,7 @@ GLES_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * const SDL_Rect * srcquad, const SDL_FRect * dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) { - GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; + GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata; GLfloat minx, miny, maxx, maxy; GLfloat centerx, centery; GLfloat minu, maxu, minv, maxv; @@ -638,13 +638,13 @@ GLES_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * maxy = dstrect->h - centery; } - minu = (GLfloat) srcrect->x / texture->w; + minu = (GLfloat) srcquad->x / texture->w; minu *= texturedata->texw; - maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w; + maxu = (GLfloat) (srcquad->x + srcquad->w) / texture->w; maxu *= texturedata->texw; - minv = (GLfloat) srcrect->y / texture->h; + minv = (GLfloat) srcquad->y / texture->h; minv *= texturedata->texh; - maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; + maxv = (GLfloat) (srcquad->y + srcquad->h) / texture->h; maxv *= texturedata->texh; cmd->data.draw.count = 1; @@ -723,10 +723,11 @@ SetCopyState(const GLES_RenderData *data, const SDL_RenderCommand *cmd, SDL_Texture **current_texture) { SDL_Texture *texture = cmd->data.draw.texture; - SetDrawState(data, cmd, shader, current_blend, current_texturing); + SetDrawState(data, cmd, current_blend, current_texturing); if (texture != *current_texture) { - data->glBindTexture(textype, texturedata->texture); + GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata; + data->glBindTexture(GL_TEXTURE_2D, texturedata->texture); *current_texture = texture; } } @@ -738,7 +739,6 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert SDL_Rect viewport; SDL_Texture *bound_texture = NULL; SDL_BlendMode blend = SDL_BLENDMODE_INVALID; - GLES_Shader shader = SHADER_INVALID; int drawablew = 0, drawableh = 0; SDL_bool cliprect_enabled = SDL_FALSE; const SDL_bool istarget = renderer->target != NULL; @@ -824,24 +824,23 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert const size_t count = cmd->data.draw.count; const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); SetDrawState(data, cmd, &blend, &texturing); - data->glVertexPointer(2, GL_FLOAT, 0, vertices); + data->glVertexPointer(2, GL_FLOAT, 0, verts); data->glDrawArrays(GL_POINTS, 0, count); break; } case SDL_RENDERCMD_DRAW_LINES: { const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); - size_t count = cmd->data.draw.count; + const size_t count = cmd->data.draw.count; SetDrawState(data, cmd, &blend, &texturing); data->glVertexPointer(2, GL_FLOAT, 0, verts); - if (count > 2 && points[0].x == points[count-1].x && points[0].y == points[count-1].y) { + if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) { /* GL_LINE_LOOP takes care of the final segment */ - --count; - data->glDrawArrays(GL_LINE_LOOP, 0, count); + data->glDrawArrays(GL_LINE_LOOP, 0, count - 1); } else { data->glDrawArrays(GL_LINE_STRIP, 0, count); /* We need to close the endpoint of the line */ - data->glDrawArrays(GL_POINTS, count-1, 1); + data->glDrawArrays(GL_POINTS, count - 1, 1); } break; } @@ -892,7 +891,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert cmd = cmd->next; } - return GL_CheckError("", renderer); + return 0; } static int