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render: GL/GLES now draw lines almost perfectly matching software renderer.
One place known to differ in a significant way is a single line segment that starts and ends on the same point; the GL renderers will light up a single pixel here, whereas the software renderer will not. My current belief is this is a bug in the software renderer, based on the wording of the docs: "SDL_RenderDrawLine() draws the line to include both end points." You can see an example program that triggers that difference in Bug #2006. As it stands, the GL renderers might _also_ render diagonal lines differently, as the the Bresenham step might vary between implementations (one does three pixels and then two, the other does two and then three, etc). But this patch causes those lines to start and end on the correct pixel, and that's the best we can do, and all anyone really needs here. Not closing any bugs with this patch (yet!), but here are several that it appears to fix. If no other corner cases pop up, we'll call this done. Reference Bug #2006. Reference Bug #1626. Reference Bug #4001. ...and probably others...
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@ -890,39 +890,38 @@ static int
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GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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int i;
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GLfloat prevx, prevy;
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const size_t vertlen = (sizeof (GLfloat) * 2) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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/* Offset to hit the center of the pixel. */
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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*(verts++) = 0.5f + points[i].y;
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}
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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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*(verts++) = prevx;
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*(verts++) = prevy;
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/* Make the last line segment one pixel longer, to satisfy the
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diamond-exit rule. */
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verts -= 4;
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{
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const GLfloat xstart = verts[0];
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const GLfloat ystart = verts[1];
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const GLfloat xend = verts[2];
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const GLfloat yend = verts[3];
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if (ystart == yend) { /* horizontal line */
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verts[(xend > xstart) ? 2 : 0] += 1.0f;
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} else if (xstart == xend) { /* vertical line */
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verts[(yend > ystart) ? 3 : 1] += 1.0f;
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} else { /* bump a pixel in the direction we are moving in. */
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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verts[2] += SDL_cosf(angle);
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verts[3] += SDL_sinf(angle);
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}
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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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*(verts++) = prevx;
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*(verts++) = prevy;
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}
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return 0;
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@ -564,39 +564,38 @@ static int
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GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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int i;
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GLfloat prevx, prevy;
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const size_t vertlen = (sizeof (GLfloat) * 2) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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/* Offset to hit the center of the pixel. */
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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*(verts++) = 0.5f + points[i].y;
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}
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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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*(verts++) = prevx;
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*(verts++) = prevy;
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/* Make the last line segment one pixel longer, to satisfy the
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diamond-exit rule. */
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verts -= 4;
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{
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const GLfloat xstart = verts[0];
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const GLfloat ystart = verts[1];
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const GLfloat xend = verts[2];
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const GLfloat yend = verts[3];
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if (ystart == yend) { /* horizontal line */
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verts[(xend > xstart) ? 2 : 0] += 1.0f;
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} else if (xstart == xend) { /* vertical line */
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verts[(yend > ystart) ? 3 : 1] += 1.0f;
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} else { /* bump a pixel in the direction we are moving in. */
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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verts[2] += SDL_cosf(angle);
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verts[3] += SDL_sinf(angle);
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}
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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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*(verts++) = prevx;
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*(verts++) = prevy;
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}
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return 0;
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@ -691,9 +691,9 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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int color;
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int i;
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const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
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GLfloat prevx, prevy;
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const size_t vertlen = ((2 * sizeof (float)) + sizeof (int)) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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@ -706,33 +706,31 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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cmd->data.draw.count = count;
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/* Offset to hit the center of the pixel. */
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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*(verts++) = 0.5f + points[i].y;
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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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*(verts++) = prevx;
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*(verts++) = prevy;
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*((int *)verts++) = color;
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}
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/* Make the last line segment one pixel longer, to satisfy the
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diamond-exit rule. */
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verts -= 3 + 3;
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{
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const GLfloat xstart = verts[0];
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const GLfloat ystart = verts[1];
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const GLfloat xend = verts[3 + 0];
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const GLfloat yend = verts[3 + 1];
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if (ystart == yend) { /* horizontal line */
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verts[(xend > xstart) ? 3 + 0: 0] += 1.0f;
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} else if (xstart == xend) { /* vertical line */
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verts[(yend > ystart) ? 3 + 1: 1] += 1.0f;
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} else { /* bump a pixel in the direction we are moving in. */
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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verts[3 + 0] += SDL_cosf(angle);
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verts[3 + 1] += SDL_sinf(angle);
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}
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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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*(verts++) = prevx;
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*(verts++) = prevy;
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*((int *)verts++) = color;
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}
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return 0;
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