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synced 2026-08-28 03:34:44 -05:00
Fixed bug #783
Fixed coordinate positioning with OpenGL renderer, and added a test case
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@@ -450,8 +450,8 @@ GL_ActivateRenderer(SDL_Renderer * renderer)
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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data->glViewport(0, 0, window->w, window->h);
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data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0,
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0.0, 1.0);
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data->glOrtho(-0.5, (GLdouble) window->w-0.5,
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(GLdouble) window->h-0.5, -0.5, 0.0, 1.0);
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data->updateSize = SDL_FALSE;
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}
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return 0;
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@@ -134,10 +134,19 @@ MoveSprites(SDL_WindowID window, SDL_TextureID sprite)
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SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha);
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}
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/* Move the sprite, bounce at the wall, and draw */
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n = 0;
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/* Draw a gray background */
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SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF);
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SDL_RenderFill(NULL);
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/* Draw two red points to make sure they show up correctly */
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SDL_SetRenderDrawColor(0xFF, 0x00, 0x00, 0xFF);
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SDL_RenderPoint(0, 0);
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SDL_RenderPoint(window_w-1, 0);
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SDL_RenderPoint(0, window_h-1);
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SDL_RenderPoint(window_w-1, window_h-1);
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/* Move the sprite, bounce at the wall, and draw */
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n = 0;
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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velocity = &velocities[i];
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