mirror of https://github.com/encounter/SDL.git
Backed out changeset 6c59f7c8ec17 - it didn't actually do anything useful
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@ -1635,26 +1635,22 @@ D3D_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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centerx = center->x;
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centerx = center->x;
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centery = center->y;
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centery = center->y;
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if ((flip & SDL_FLIP_VERTICAL) && (flip & SDL_FLIP_HORIZONTAL)) {
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if (flip & SDL_FLIP_HORIZONTAL) {
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miny = dstrect->h - centery;
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minx = dstrect->w - centerx - 0.5f;
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maxy = -centery;
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maxx = -centerx - 0.5f;
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minx = dstrect->w - centerx;
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}
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maxx = -centerx;
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else {
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} else if (flip & SDL_FLIP_HORIZONTAL) {
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minx = -centerx - 0.5f;
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miny = -centery;
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maxx = dstrect->w - centerx - 0.5f;
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maxy = dstrect->h - centery;
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}
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minx = dstrect->w - centerx;
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maxx = -centerx;
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if (flip & SDL_FLIP_VERTICAL) {
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} else if (flip & SDL_FLIP_VERTICAL) {
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miny = dstrect->h - centery - 0.5f;
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miny = dstrect->h - centery;
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maxy = -centery - 0.5f;
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maxy = -centery;
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}
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minx = -centerx;
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else {
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maxx = dstrect->w - centerx;
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miny = -centery - 0.5f;
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} else {
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maxy = dstrect->h - centery - 0.5f;
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miny = -centery;
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maxy = dstrect->h - centery;
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minx = -centerx;
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maxx = dstrect->w - centerx;
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}
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}
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minu = (float) srcrect->x / texture->w;
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minu = (float) srcrect->x / texture->w;
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@ -1250,26 +1250,22 @@ GL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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centerx = center->x;
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centerx = center->x;
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centery = center->y;
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centery = center->y;
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if ((flip & SDL_FLIP_VERTICAL) && (flip & SDL_FLIP_HORIZONTAL)) {
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if (flip & SDL_FLIP_HORIZONTAL) {
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miny = dstrect->h - centery;
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minx = dstrect->w - centerx;
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maxy = -centery;
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minx = dstrect->w - centerx;
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maxx = -centerx;
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maxx = -centerx;
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} else if (flip & SDL_FLIP_HORIZONTAL) {
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}
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miny = -centery;
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else {
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maxy = dstrect->h - centery;
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minx = -centerx;
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minx = dstrect->w - centerx;
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maxx = dstrect->w - centerx;
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maxx = -centerx;
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}
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} else if (flip & SDL_FLIP_VERTICAL) {
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miny = dstrect->h - centery;
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if (flip & SDL_FLIP_VERTICAL) {
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miny = dstrect->h - centery;
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maxy = -centery;
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maxy = -centery;
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minx = -centerx;
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}
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maxx = dstrect->w - centerx;
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else {
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} else {
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miny = -centery;
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miny = -centery;
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maxy = dstrect->h - centery;
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maxy = dstrect->h - centery;
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minx = -centerx;
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maxx = dstrect->w - centerx;
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}
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}
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minu = (GLfloat) srcrect->x / texture->w;
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minu = (GLfloat) srcrect->x / texture->w;
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