mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2025-01-03 07:29:37 +01:00
ed10d9473f
Likewise for the GLES1 and GLES2 renderers. This solves the missing pixel at the end of a line and removes all the heuristics for various platforms/drivers. It's possible we could still use GL_LINE_STRIP with this and save some vertex buffer space, assuming this doesn't upset some driver somewhere, but this seems to be a clean fix that makes the GL renderers match the software renderer output. Diamond-exit rule explanation: http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html Fixes Bugzilla #3182. |
||
---|---|---|
.. | ||
SDL_gles2funcs.h | ||
SDL_render_gles2.c | ||
SDL_shaders_gles2.c | ||
SDL_shaders_gles2.h |