diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c index dd34b2744..47d5ae8a1 100644 --- a/src/render/opengl/SDL_render_gl.c +++ b/src/render/opengl/SDL_render_gl.c @@ -1111,8 +1111,7 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader } } - vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS - || cmd->command == SDL_RENDERCMD_DRAW_LINES + vertex_array = cmd->command == SDL_RENDERCMD_DRAW_LINES || cmd->command == SDL_RENDERCMD_GEOMETRY; color_array = cmd->command == SDL_RENDERCMD_GEOMETRY; texture_array = cmd->data.draw.texture != NULL; @@ -1190,6 +1189,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic { /* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */ GL_RenderData *data = (GL_RenderData *) renderer->driverdata; + size_t i; if (GL_ActivateRenderer(renderer) < 0) { return -1; @@ -1280,10 +1280,11 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic const size_t count = cmd->data.draw.count; const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); SetDrawState(data, cmd, SHADER_SOLID); - - /* SetDrawState handles glEnableClientState. */ - data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts); - data->glDrawArrays(GL_POINTS, 0, (GLsizei) count); + data->glBegin(GL_POINTS); + for (i = 0; i < count; i++, verts += 2) { + data->glVertex2f(verts[0], verts[1]); + } + data->glEnd(); break; }