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@@ -1111,7 +1111,8 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader
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}
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}
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- vertex_array = cmd->command == SDL_RENDERCMD_DRAW_LINES
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+ vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS
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+ || cmd->command == SDL_RENDERCMD_DRAW_LINES
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|| cmd->command == SDL_RENDERCMD_GEOMETRY;
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color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
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texture_array = cmd->data.draw.texture != NULL;
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@@ -1189,7 +1190,6 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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{
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/* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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- size_t i;
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if (GL_ActivateRenderer(renderer) < 0) {
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return -1;
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@@ -1280,11 +1280,10 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const size_t count = cmd->data.draw.count;
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SetDrawState(data, cmd, SHADER_SOLID);
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- data->glBegin(GL_POINTS);
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- for (i = 0; i < count; i++, verts += 2) {
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- data->glVertex2f(verts[0], verts[1]);
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- }
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- data->glEnd();
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+
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+ /* SetDrawState handles glEnableClientState. */
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+ data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
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+ data->glDrawArrays(GL_POINTS, 0, (GLsizei) count);
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break;
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}
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