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Fixed issues closing lines with the OpenGL ES renderer.

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slouken committed Nov 10, 2011
1 parent 37dd290 commit 67b764d26888426d9c1457d7978706d6a2c516cd
@@ -889,7 +889,8 @@ D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,

/* DirectX 9 has the same line rasterization semantics as GDI,
so we need to close the endpoint of the line */
if (points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
if (count == 2 ||
points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
vertices[0].x = (float) points[count-1].x;
vertices[0].y = (float) points[count-1].y;
result = IDirect3DDevice9_DrawPrimitiveUP(data->device, D3DPT_POINTLIST, 1, vertices, sizeof(*vertices));
@@ -625,6 +625,8 @@ GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
glDrawArrays(GL_LINE_LOOP, 0, count);
} else {
glDrawArrays(GL_LINE_STRIP, 0, count);
/* We need to close the endpoint of the line */
glDrawArrays(GL_POINTS, count-1, 1);
}
SDL_stack_free(vertices);

@@ -944,6 +944,12 @@ GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count
glGetError();
glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, vertices);
glDrawArrays(GL_LINE_STRIP, 0, count);

/* We need to close the endpoint of the line */
if (count == 2 ||
points[0].x != points[count-1].x || points[0].y != points[count-1].y) {
glDrawArrays(GL_POINTS, count-1, 1);
}
SDL_stack_free(vertices);
if (glGetError() != GL_NO_ERROR)
{

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