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Ah there, that fixed it. :)
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@ -553,8 +553,12 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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rect->h, data->format, data->formattype,
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pixels);
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if (data->yuv) {
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const void *top;
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
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/* Skip to the top of the next texture */
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const void *top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x);
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top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x);
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/* Skip to the correct offset into the next texture */
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pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
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