Commit 207c39a9 authored by Sam Lantinga's avatar Sam Lantinga

testsprite2 should be pixel correct on Direct3D now.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403808
parent a5b7ba39
......@@ -894,8 +894,8 @@ D3D_RenderPoint(SDL_Renderer * renderer, int x, int y)
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
vertices[0].x = (float) x - 0.5f;
vertices[0].y = (float) y - 0.5f;
vertices[0].x = (float) x;
vertices[0].y = (float) y;
vertices[0].z = 0.0f;
vertices[0].rhw = 1.0f;
vertices[0].color = color;
......@@ -936,16 +936,16 @@ D3D_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
vertices[0].x = (float) x1 - 0.5f;
vertices[0].y = (float) y1 - 0.5f;
vertices[0].x = (float) x1;
vertices[0].y = (float) y1;
vertices[0].z = 0.0f;
vertices[0].rhw = 1.0f;
vertices[0].color = color;
vertices[0].u = 0.0f;
vertices[0].v = 0.0f;
vertices[1].x = (float) x2 - 0.5f;
vertices[1].y = (float) y2 - 0.5f;
vertices[1].x = (float) x2;
vertices[1].y = (float) y2;
vertices[1].z = 0.0f;
vertices[1].rhw = 1.0f;
vertices[1].color = color;
......@@ -985,10 +985,10 @@ D3D_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
data->beginScene = SDL_FALSE;
}
minx = (float) rect->x - 0.5f;
miny = (float) rect->y - 0.5f;
maxx = (float) rect->x + rect->w - 0.5f;
maxy = (float) rect->y + rect->h - 0.5f;
minx = (float) rect->x;
miny = (float) rect->y;
maxx = (float) rect->x + rect->w;
maxy = (float) rect->y + rect->h;
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
......@@ -1060,10 +1060,10 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
data->beginScene = SDL_FALSE;
}
minx = (float) dstrect->x - 0.5f;
miny = (float) dstrect->y - 0.5f;
maxx = (float) dstrect->x + dstrect->w - 0.5f;
maxy = (float) dstrect->y + dstrect->h - 0.5f;
minx = (float) dstrect->x;
miny = (float) dstrect->y;
maxx = (float) dstrect->x + dstrect->w;
maxy = (float) dstrect->y + dstrect->h;
minu = (float) srcrect->x / texture->w;
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
......
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