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Better fix for last point in D3D11 renderer, thanks to Nader Golbaz
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@ -2576,7 +2576,12 @@ D3D11_RenderDrawLines(SDL_Renderer * renderer,
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NULL);
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NULL);
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, count);
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, count);
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D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, count);
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if (points[0].x != points[count - 1].x || points[0].y != points[count - 1].y) {
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ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
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ID3D11DeviceContext_Draw(rendererData->d3dContext, 1, count - 1);
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}
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SDL_stack_free(vertices);
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SDL_stack_free(vertices);
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return 0;
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return 0;
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}
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}
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