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Adjust the vertices to be over the texel center.
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slouken committed Nov 19, 2009
1 parent 66887f1 commit e203d63
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Showing 2 changed files with 9 additions and 9 deletions.
4 changes: 2 additions & 2 deletions src/video/SDL_glfuncs.h
Expand Up @@ -422,9 +422,9 @@ SDL_PROC_UNUSED(void, glTranslated, (GLdouble x, GLdouble y, GLdouble z))
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))
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14 changes: 7 additions & 7 deletions src/video/SDL_renderer_gl.c
Expand Up @@ -1105,7 +1105,7 @@ GL_RenderPoint(SDL_Renderer * renderer, int x, int y)
(GLfloat) renderer->a * inv255f);

data->glBegin(GL_POINTS);
data->glVertex2i(x, y);
data->glVertex2f(0.5f + x, 0.5f + y);
data->glEnd();

return 0;
Expand All @@ -1124,8 +1124,8 @@ GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
(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;
Expand Down Expand Up @@ -1234,13 +1234,13 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,

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) {
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