Better fix for last point in D3D11 renderer, thanks to Nader Golbaz

This commit is contained in:
Sam Lantinga 2016-11-06 15:15:32 -08:00
parent 0396af651a
commit 057bca8a68

View File

@ -2576,7 +2576,12 @@ D3D11_RenderDrawLines(SDL_Renderer * renderer,
NULL);
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, count);
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, count);
if (points[0].x != points[count - 1].x || points[0].y != points[count - 1].y) {
ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
ID3D11DeviceContext_Draw(rendererData->d3dContext, 1, count - 1);
}
SDL_stack_free(vertices);
return 0;
}