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This is byte order dependent.
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@@ -810,7 +810,9 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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if (texture->format == SDL_PIXELFORMAT_RGB888) {
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int i;
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Uint8 *p = (Uint8 *) texturedata->pixels;
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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p += 3;
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#endif
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for (i = texture->h * pitch / 4; i--;) {
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*p = 0xff;
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p += 4;
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