comparison src/video/SDL_renderer_gl.c @ 5088:c2539ff054c8

Fixed compiling on Windows Mobile SDK 5.0 with Visual Studio 2008
author Sam Lantinga <slouken@libsdl.org>
date Mon, 24 Jan 2011 15:46:11 -0800
parents e8916fe9cfc8
children da10636e5eca
comparison
equal deleted inserted replaced
5087:e7680e2c9f3c 5088:c2539ff054c8
1179 for (i = 0; i < count; ++i) { 1179 for (i = 0; i < count; ++i) {
1180 data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y); 1180 data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
1181 } 1181 }
1182 data->glEnd(); 1182 data->glEnd();
1183 } else { 1183 } else {
1184 #if defined(__APPLE__) || defined(__WINDOWS__) 1184 #if defined(__APPLE__) || defined(__WIN32__)
1185 #else 1185 #else
1186 int x1, y1, x2, y2; 1186 int x1, y1, x2, y2;
1187 #endif 1187 #endif
1188 1188
1189 data->glBegin(GL_LINE_STRIP); 1189 data->glBegin(GL_LINE_STRIP);
1198 * for vertical and horizontal lines, and then create custom textures 1198 * for vertical and horizontal lines, and then create custom textures
1199 * for diagonal lines and software render those. It's terrible, but at 1199 * for diagonal lines and software render those. It's terrible, but at
1200 * least it would be pixel perfect. 1200 * least it would be pixel perfect.
1201 */ 1201 */
1202 data->glBegin(GL_POINTS); 1202 data->glBegin(GL_POINTS);
1203 #if defined(__APPLE__) || defined(__WINDOWS__) 1203 #if defined(__APPLE__) || defined(__WIN32__)
1204 /* Mac OS X and Windows seem to always leave the second point open */ 1204 /* Mac OS X and Windows seem to always leave the second point open */
1205 data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y); 1205 data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
1206 #else 1206 #else
1207 /* Linux seems to leave the right-most or bottom-most point open */ 1207 /* Linux seems to leave the right-most or bottom-most point open */
1208 x1 = points[0].x; 1208 x1 = points[0].x;