diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index 12834d6fc..cdb3c402f 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -1866,7 +1866,7 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * } static int -GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, +D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y) { int i; @@ -1885,10 +1885,10 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture verts->pos.x = v->position.x * scale_x; verts->pos.y = v->position.y * scale_y; verts->pos.z = 0.0f; - verts->color.r = v->color.r / 255.0f; - verts->color.g = v->color.g / 255.0f; - verts->color.b = v->color.b / 255.0f; - verts->color.a = v->color.a / 255.0f; + verts->color.x = v->color.r / 255.0f; + verts->color.y = v->color.g / 255.0f; + verts->color.z = v->color.b / 255.0f; + verts->color.w = v->color.a / 255.0f; if (texture) { verts->tex.x = v->tex_coord.x / texture->w;