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License: MIT License

Makefile 0.03% CMake 1.80% C 90.74% GLSL 0.05% Objective-C 0.03% Objective-C++ 0.02% C++ 7.34% Shell 0.01%

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sdl-gpu's Issues

Inaccurate rectangle (and other shapes) rendering

What steps will reproduce the problem?
1. compile and run attached program

What is the expected output? What do you see instead?

Expected output: for line thickness greater than 1, when drawing a rectangle, 
it should look like drawn with a single line. Instead it looks like four lines 
with missing rectangle corners. See attached image.

What version of the product are you using? On what operating system?

SDL2_gpu, SDL2 2.0.1+ (trunk), archlinux (current)


Original issue reported on code.google.com by [email protected] on 25 Nov 2013 at 8:18

Attachments:

SDL_Haptic and Fullscreen question

Hi Jon!
I have a question.

I'm initializing the sdl part like this:

if(SDL_Init(SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_JOYSTICK | 
SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC) < 0){
    printf("initialize failed SDL_Error: %s\n", SDL_GetError());
  }
  atexit(SDL_Quit);

i need to do it this way so i can have a sdl window handle to use

SDL_SetWindowFullscreen(main_window, SDL_FALSE);
SDL_SetWindowSize(main_window, SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_SetWindowPosition(main_window, SDL_WINDOWPOS_CENTERED, 
SDL_WINDOWPOS_CENTERED);

thats only because GPU_ToggleFullscreen changes the position of the window 
everytime it changes from window to fullscreen. (and i want it to be centered 
everytime)

The problem is everytime i exit, an assertion comes up when closing the Haptic 
Subsystem. (because it is already closed ?...)

have you encounterd something like this while running/testing?
any recommendations?

i did not want to post this on the SDL forums, i think is more concerning to 
sdl-gpu.. anyway, see ya round.

Original issue reported on code.google.com by [email protected] on 23 Dec 2014 at 8:22

GPU_Circle and GPU_Arc draw buggy circles/arcs

Code:

#include "SDL.h"
#include "SDL_gpu.h"

int main(int argc, char *argv[]) {
    GPU_Target *screen = GPU_Init(800, 600, SDL_WINDOW_RESIZABLE);

    bool quit = false;
    while (!quit) {
        SDL_Event e;
        while (SDL_PollEvent(&e)) {
            switch (e.type) {
            case SDL_QUIT:
                quit = true;
                break;
            }
        }

        GPU_Clear(screen);

        SDL_Color color = { 255, 0, 0, 255 };
        GPU_SetLineThickness(50.0);
        GPU_Circle(screen, 250, 250, 200, color);

        GPU_Flip(screen);
        SDL_Delay(16);
    }

    return 0;
}


Output: https://i.imgur.com/Ykfdkxn.png

Original issue reported on code.google.com by [email protected] on 10 Dec 2014 at 8:07

Request for fallback software renderer

This computer is one of the few laptops that the FSF have come even close to 
recommending. Unfortunately, it doesn't have a 3d acceleration card. If that 
laptop doesn't have a mesa implementation, games that transition from using 
sdl1.2 to sdl_gpu would have raised system requirements to the point where 
computers like the yeeloong 8101b can't even support them. At the very least, 
can you add a fallback software renderer that is superior to sdl2's downgraded 
renderer?

Original issue reported on code.google.com by [email protected] on 20 Aug 2014 at 8:24

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