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Zeroed out SDL_Surface::unused1 so glSDL will work on stock SDL
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@@ -107,6 +107,7 @@ SDL_Surface * SDL_CreateRGBSurface (Uint32 flags,
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surface->locked = 0;
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surface->map = NULL;
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surface->format_version = 0;
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surface->unused1 = 0;
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SDL_SetClipRect(surface, NULL);
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/* Get the pixels */
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