# HG changeset patch # User Sam Lantinga # Date 1258788179 0 # Node ID 1edb86163d629c87bdd544889efbc47d1373a5d4 # Parent 7bdc10624cba3f8f38e2209b12f2bf665d956e90 Of COURSE that trick wouldn't work on all renderers. Fall back to something for now, hopefully figure out a better way to do this later. If we have to, we can use vertical line and horizontal line textures for vertical and horizontal lines, and then create custom textures for diagonal lines and software render those. It's terrible, but at least it would be pixel perfect. diff -r 7bdc10624cba -r 1edb86163d62 src/video/SDL_renderer_gl.c --- a/src/video/SDL_renderer_gl.c Sat Nov 21 07:14:21 2009 +0000 +++ b/src/video/SDL_renderer_gl.c Sat Nov 21 07:22:59 2009 +0000 @@ -1150,20 +1150,30 @@ (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); - /* The line is half open, so we need tiny segments at the endpoints - * so that we guarantee coverage of the beginning and final pixels. + data->glBegin(GL_LINES); + data->glVertex2f(0.5f + x1, 0.5f + y1); + data->glVertex2f(0.5f + x2, 0.5f + y2); + data->glEnd(); + + /* The line is half open, so we need one more point to complete the line. * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html */ - data->glBegin(GL_LINES); - /* Ensure coverage of the first point */ - data->glVertex2f(0.1f + x1, 0.1f + y1); - data->glVertex2f(0.5f + x1, 0.5f + y1); - /* Draw the requested line */ - data->glVertex2f(0.5f + x1, 0.5f + y1); + data->glBegin(GL_POINTS); +#ifdef __APPLE__ + /* Mac OS X seems to always leave the second point open */ data->glVertex2f(0.5f + x2, 0.5f + y2); - /* Ensure coverage of the second point */ - data->glVertex2f(0.5f + x2, 0.5f + y2); - data->glVertex2f(0.9f + x2, 0.9f + y2); +#else + /* Linux seems to use the right-most or bottom-most point open */ + if (x1 > x2) { + data->glVertex2f(0.5f + x1, 0.5f + y1); + } else if (x2 > x1) { + data->glVertex2f(0.5f + x2, 0.5f + y2); + } else if (y1 > y2) { + data->glVertex2f(0.5f + x1, 0.5f + y1); + } else if (y2 > y1) { + data->glVertex2f(0.5f + x2, 0.5f + y2); + } +#endif data->glEnd(); return 0;