Added comment for pixel-perfect line workaround.
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404216
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@ -1157,13 +1157,17 @@ GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
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/* The line is half open, so we need one more point to complete the line.
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* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
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* If we have to, we can use vertical line and horizontal line textures
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* for vertical and horizontal lines, and then create custom textures
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* for diagonal lines and software render those. It's terrible, but at
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* least it would be pixel perfect.
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*/
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data->glBegin(GL_POINTS);
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#ifdef __APPLE__
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/* Mac OS X seems to always leave the second point open */
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data->glVertex2f(0.5f + x2, 0.5f + y2);
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#else
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/* Linux seems to use the right-most or bottom-most point open */
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/* Linux seems to leave the right-most or bottom-most point open */
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if (x1 > x2) {
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data->glVertex2f(0.5f + x1, 0.5f + y1);
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} else if (x2 > x1) {
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