p_sys->i_index = 0;
#ifdef SYS_DARWIN
- p_sys->i_tex_width = p_vout->fmt_in.i_visible_width;
- p_sys->i_tex_height = p_vout->fmt_in.i_visible_height;
+ p_sys->i_tex_width = p_vout->fmt_in.i_width;
+ p_sys->i_tex_height = p_vout->fmt_in.i_height;
#else
/* A texture must have a size aligned on a power of 2 */
- p_sys->i_tex_width = GetAlignedSize( p_vout->fmt_in.i_visible_width );
- p_sys->i_tex_height = GetAlignedSize( p_vout->fmt_in.i_visible_height );
+ p_sys->i_tex_width = GetAlignedSize( p_vout->fmt_in.i_width );
+ p_sys->i_tex_height = GetAlignedSize( p_vout->fmt_in.i_height );
#endif
msg_Dbg( p_vout, "Texture size: %dx%d", p_sys->i_tex_width,
/* glTexCoord works differently with GL_TEXTURE_2D and
GL_TEXTURE_RECTANGLE_EXT */
+#ifdef SYS_DARWIN
+ f_width = (float)p_vout->fmt_out.i_visible_width;
+ f_height = (float)p_vout->fmt_out.i_visible_height;
+#else
f_width = (float)p_vout->fmt_out.i_visible_width / p_sys->i_tex_width;
f_height = (float)p_vout->fmt_out.i_visible_height / p_sys->i_tex_height;
+#endif
/* Why drawing here and not in Render()? Because this way, the
OpenGL providers can call pf_display to force redraw. Currently,