g_graphicsContext.BeginPaint(); //FIXME
for(int f = 0;f<MAX_FIELDS;f++)
{
- for(int p = 0;p<2;p++)
+ for(int p = 0;p<MAX_PLANES;p++)
{
if( fields[f][p].id )
{
fields[f][p].id = 0;
}
}
- fields[f][2].id = 0;
}
g_graphicsContext.EndPaint();
- for(int p = 0;p<2;p++)
+ for(int p = 0;p<MAX_PLANES;p++)
{
if (im.plane[p])
{
glEnable(m_textureTarget);
for(int f = 0;f<MAX_FIELDS;f++)
{
- for(int p = 0;p<2;p++)
+ for(int p = 0;p<MAX_PLANES;p++)
{
if (!glIsTexture(fields[f][p].id))
{
VerifyGLState();
}
}
- fields[f][2].id = fields[f][1].id;
}
// YUV
{
planes[1].texwidth = planes[0].texwidth >> im.cshift_x;
planes[1].texheight = planes[0].texheight >> im.cshift_y;
- planes[2].texwidth = planes[1].texwidth;
- planes[2].texheight = planes[1].texheight;
+ planes[2].texwidth = planes[0].texwidth >> im.cshift_x;
+ planes[2].texheight = planes[0].texheight >> im.cshift_y;
}
if(m_renderMethod & RENDER_POT)