WinRT: fixed one scaling bug (more remain) in the Direct3D 11.1 renderer

This commit is contained in:
David Ludwig 2013-02-12 21:25:26 -05:00
parent 5e66f60ffa
commit 1d2bde7131

View file

@ -937,8 +937,8 @@ static int D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
{ {
{XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(0.0f, 0.0f)}, {XMFLOAT3(dstrect->x, dstrect->y, 0.0f), XMFLOAT2(0.0f, 0.0f)},
{XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(0.0f, 1.0f)}, {XMFLOAT3(dstrect->x, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(0.0f, 1.0f)},
{XMFLOAT3(dstrect->x + dstrect->h, dstrect->y, 0.0f), XMFLOAT2(1.0f, 0.0f)}, {XMFLOAT3(dstrect->x + dstrect->w, dstrect->y, 0.0f), XMFLOAT2(1.0f, 0.0f)},
{XMFLOAT3(dstrect->x + dstrect->h, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(1.0f, 1.0f)}, {XMFLOAT3(dstrect->x + dstrect->w, dstrect->y + dstrect->h, 0.0f), XMFLOAT2(1.0f, 1.0f)},
}; };
if (rendererData->vertexBuffer) { if (rendererData->vertexBuffer) {