Closed
Description
My app uses SDL_UpdateYUVTexture
extensively for uploading video frames to an SDL_Texture
. With the opengl
backend, everything displays fine and as expected. However, with the opengles2
backend, the red and blue channels are inexplicably flipped.
❌ Incorrect result using opengles2
:
This is particularly problematic on Android (and other embedded/low power systems) where opengles2
is the default/only option.
I'm using SDL 2.32.0 self-compiled as part of my CMake build system. The issue is tracked on our end at vanilla-wiiu/vanilla#133.
I tried investigating but my only guess was some kind of conflict between RGBA and BGRA textures. I couldn't find anything that seemed to definitively solve it. Any help with this issue would be great.