Mercurial > sdl-ios-xcode
changeset 3454:77366fae0094
Adjust the vertices to be over the texel center.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Thu, 19 Nov 2009 04:33:35 +0000 |
parents | bb35055cb101 |
children | 5a7b5760c875 |
files | src/video/SDL_glfuncs.h src/video/SDL_renderer_gl.c |
diffstat | 2 files changed, 9 insertions(+), 9 deletions(-) [+] |
line wrap: on
line diff
--- a/src/video/SDL_glfuncs.h Wed Nov 18 09:39:32 2009 +0000 +++ b/src/video/SDL_glfuncs.h Thu Nov 19 04:33:35 2009 +0000 @@ -422,9 +422,9 @@ SDL_PROC_UNUSED(void, glTranslatef, (GLfloat x, GLfloat y, GLfloat z)) SDL_PROC_UNUSED(void, glVertex2d, (GLdouble x, GLdouble y)) SDL_PROC_UNUSED(void, glVertex2dv, (const GLdouble * v)) -SDL_PROC_UNUSED(void, glVertex2f, (GLfloat x, GLfloat y)) +SDL_PROC(void, glVertex2f, (GLfloat x, GLfloat y)) SDL_PROC_UNUSED(void, glVertex2fv, (const GLfloat * v)) -SDL_PROC(void, glVertex2i, (GLint x, GLint y)) +SDL_PROC_UNUSED(void, glVertex2i, (GLint x, GLint y)) SDL_PROC_UNUSED(void, glVertex2iv, (const GLint * v)) SDL_PROC_UNUSED(void, glVertex2s, (GLshort x, GLshort y)) SDL_PROC_UNUSED(void, glVertex2sv, (const GLshort * v))
--- a/src/video/SDL_renderer_gl.c Wed Nov 18 09:39:32 2009 +0000 +++ b/src/video/SDL_renderer_gl.c Thu Nov 19 04:33:35 2009 +0000 @@ -1105,7 +1105,7 @@ (GLfloat) renderer->a * inv255f); data->glBegin(GL_POINTS); - data->glVertex2i(x, y); + data->glVertex2f(0.5f + x, 0.5f + y); data->glEnd(); return 0; @@ -1124,8 +1124,8 @@ (GLfloat) renderer->a * inv255f); data->glBegin(GL_LINES); - data->glVertex2i(x1, y1); - data->glVertex2i(x2, y2); + data->glVertex2f(0.5f + x1, 0.5f + y1); + data->glVertex2f(0.5f + x2, 0.5f + y2); data->glEnd(); return 0; @@ -1234,13 +1234,13 @@ data->glBegin(GL_TRIANGLE_STRIP); data->glTexCoord2f(minu, minv); - data->glVertex2i(minx, miny); + data->glVertex2f(0.5f + minx, 0.5f + miny); data->glTexCoord2f(maxu, minv); - data->glVertex2i(maxx, miny); + data->glVertex2f(0.5f + maxx, 0.5f + miny); data->glTexCoord2f(minu, maxv); - data->glVertex2i(minx, maxy); + data->glVertex2f(0.5f + minx, 0.5f + maxy); data->glTexCoord2f(maxu, maxv); - data->glVertex2i(maxx, maxy); + data->glVertex2f(0.5f + maxx, 0.5f + maxy); data->glEnd(); if (texturedata->shader != 0) {