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GLES2/Big-endian: don´t swap datas for yuv textures (Thanks 0x1F9F1 !)
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@@ -1516,7 +1516,7 @@ GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint
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}
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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{
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if (format == GL_RGBA) {
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int i;
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Uint32 *src32 = (Uint32 *)src;
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blob2 = (Uint32 *)SDL_malloc(src_pitch * height);
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