Fixed screen texture format on Android

I think this also fixes some of the red/blue channel swap bugs reported on iPhone.
This commit is contained in:
Sam Lantinga 2011-01-05 00:09:19 -08:00
parent 0d999f796c
commit e92a0428c3
2 changed files with 5 additions and 3 deletions

View file

@ -118,7 +118,8 @@ SDL_RenderDriver GL_ES_RenderDriver = {
SDL_PIXELFORMAT_ABGR4444,
SDL_PIXELFORMAT_ABGR1555,
SDL_PIXELFORMAT_BGR565,
SDL_PIXELFORMAT_BGR24,
SDL_PIXELFORMAT_RGB24,
SDL_PIXELFORMAT_BGR888,
SDL_PIXELFORMAT_ABGR8888},
0,
0}
@ -380,11 +381,12 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GLenum result;
switch (texture->format) {
case SDL_PIXELFORMAT_BGR24:
case SDL_PIXELFORMAT_RGB24:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_BGR888:
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA;
format = GL_RGBA;

View file

@ -124,7 +124,7 @@ Android_VideoInit(_THIS)
SDL_DisplayMode mode;
/* Use a fake 32-bpp desktop mode */
mode.format = SDL_PIXELFORMAT_RGB888;
mode.format = SDL_PIXELFORMAT_BGR888;
mode.w = iScreenWidth;
mode.h = iScreenHeight;
mode.refresh_rate = 0;