tc->vt->BindTexture(tc->tex_target, textures[i]);
tc->vt->PixelStorei(GL_UNPACK_ROW_LENGTH, pic->p[i].i_pitch
- * tex_width[i] / pic->p[i].i_visible_pitch);
+ * tex_width[i] / (pic->p[i].i_visible_pitch ?: 1));
tc->vt->TexSubImage2D(tc->tex_target, 0, 0, 0, tex_width[i], tex_height[i],
tc->texs[i].format, tc->texs[i].type, NULL);
}
else
{
- tc->vt->PixelStorei(GL_UNPACK_ROW_LENGTH, pitch * width / visible_pitch);
+ tc->vt->PixelStorei(GL_UNPACK_ROW_LENGTH, pitch * width / (visible_pitch ?: 1));
tc->vt->TexSubImage2D(tc->tex_target, 0, 0, 0, width, height,
tex_format, tex_type, pixels);
}