diff --git a/src/video/SDL_glfuncs.h b/src/video/SDL_glfuncs.h index c6ecce1e4..354d146c2 100644 --- a/src/video/SDL_glfuncs.h +++ b/src/video/SDL_glfuncs.h @@ -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)) diff --git a/src/video/SDL_renderer_gl.c b/src/video/SDL_renderer_gl.c index 24a62c5c0..4f97707a7 100644 --- a/src/video/SDL_renderer_gl.c +++ b/src/video/SDL_renderer_gl.c @@ -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; @@ -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; @@ -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) {