{
Evas_GL_Texture *tex;
- tex = _evas_gl_common_texture_y2uv_new(gc, w, h, w / 2, h / 2, alpha_ifmt, alpha_fmt, lum_alpha_ifmt, lum_alpha_fmt);
+ tex = _evas_gl_common_texture_y2uv_new(gc, w, h, w, h, lum_ifmt, lum_fmt, lum_alpha_ifmt, lum_alpha_fmt);
evas_gl_common_texture_nv12tiled_update(tex, rows, w, h);
return tex;
}
glBindTexture(GL_TEXTURE_2D, tex->ptuv->texture);
GLERR(__FUNCTION__, __FILE__, __LINE__, "");
- _tex_2d(tex->ptuv->intformat, w / 2, h / 2, tex->ptuv->format, tex->ptuv->dataformat);
+ _tex_2d(tex->ptuv->intformat, w, h, tex->ptuv->format, tex->ptuv->dataformat);
/* Iterate each UV macroblock like we do in evas_convert_yuv.c */
base_h = (mb_h >> 1) + (mb_h & 0x1);
"void main()\n"
"{\n"
" float y,u,v,vmu,r,g,b;\n"
-" y=texture2D(tex,tex_c).a;\n"
+" y=texture2D(tex,tex_c).g;\n"
" u=texture2D(texuv,tex_cuv).g;\n"
" v=texture2D(texuv,tex_cuv).a;\n"
"void main()\n"
"{\n"
" float y,u,v,vmu,r,g,b;\n"
-" y=texture2D(tex,tex_c).a;\n"
+" y=texture2D(tex,tex_c).g;\n"
" u=texture2D(texuv,tex_cuv).g;\n"
" v=texture2D(texuv,tex_cuv).a;\n"