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@@ -5180,7 +5180,7 @@ bool SDL_RenderGeometryRaw(SDL_Renderer *renderer,
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texture_address_mode_v = renderer->texture_address_mode_v;
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if (texture &&
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(texture_address_mode_u == SDL_TEXTURE_ADDRESS_AUTO ||
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texture_address_mode_u == SDL_TEXTURE_ADDRESS_AUTO)) {
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texture_address_mode_v == SDL_TEXTURE_ADDRESS_AUTO)) {
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for (i = 0; i < num_vertices; ++i) {
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const float *uv_ = (const float *)((const char *)uv + i * uv_stride);
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float u = uv_[0];
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