Fixed bug 2421 - SDL_RenderCopyEx off by one when rotating by 90 and -90
chasesan When using SDL_RenderCopyEx, I get a problem on some platforms where the output is offset by +/-1 on other platforms and not on others. I tried it with a center of both 0,0 (and offsetting by width/height) and NULL (for centered). The rotation involved is 90, and/or -90 rotation. The rotation was a constant, no arithmetic was involved when inputting it into SDL_RenderCopyEx. This occurred with 32x32, 24x24, and 16x16 texture sizes. I apologize that I don't have more precise information, as I received the information as a bug report myself. But I have tracked the problem down to here. My program requires pixel perfect alignment on several different platforms, so this is something of a showstopper for me. -- Sylvain It appears the RenderCopyEx is done as expected, this is the red rectangle which is not correctly positionned ! So, here's patch with a 0.5 float increment, like for opengles2, for DrawLines, and also Draw Points.main
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@ -814,12 +814,24 @@ GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
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int count)
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{
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GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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GLfloat *vertices;
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int idx;
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GLES_SetDrawingState(renderer);
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data->glVertexPointer(2, GL_FLOAT, 0, points);
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data->glDrawArrays(GL_POINTS, 0, count);
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/* Emit the specified vertices as points */
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vertices = SDL_stack_alloc(GLfloat, count * 2);
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for (idx = 0; idx < count; ++idx) {
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GLfloat x = points[idx].x + 0.5f;
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GLfloat y = points[idx].y + 0.5f;
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vertices[idx * 2] = x;
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vertices[(idx * 2) + 1] = y;
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}
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data->glVertexPointer(2, GL_FLOAT, 0, vertices);
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data->glDrawArrays(GL_POINTS, 0, count);
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SDL_stack_free(vertices);
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return 0;
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}
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@ -828,10 +840,22 @@ GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
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int count)
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{
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GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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GLfloat *vertices;
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int idx;
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GLES_SetDrawingState(renderer);
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data->glVertexPointer(2, GL_FLOAT, 0, points);
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/* Emit a line strip including the specified vertices */
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vertices = SDL_stack_alloc(GLfloat, count * 2);
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for (idx = 0; idx < count; ++idx) {
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GLfloat x = points[idx].x + 0.5f;
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GLfloat y = points[idx].y + 0.5f;
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vertices[idx * 2] = x;
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vertices[(idx * 2) + 1] = y;
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}
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data->glVertexPointer(2, GL_FLOAT, 0, vertices);
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if (count > 2 &&
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points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
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/* GL_LINE_LOOP takes care of the final segment */
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@ -842,6 +866,7 @@ GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
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/* We need to close the endpoint of the line */
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data->glDrawArrays(GL_POINTS, count-1, 1);
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}
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SDL_stack_free(vertices);
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return 0;
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}
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