From fa4a1c46759136334646e47c627ddb75e532a658 Mon Sep 17 00:00:00 2001 From: wm4 Date: Fri, 4 Aug 2017 18:22:26 +0200 Subject: vo_opengl: always use GL_TRIANGLES for all primitives Will make the ra layer _slightly_ simpler. --- video/out/opengl/video.c | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/video/out/opengl/video.c b/video/out/opengl/video.c index 0923d626d1..1274cc6e3c 100644 --- a/video/out/opengl/video.c +++ b/video/out/opengl/video.c @@ -1172,7 +1172,7 @@ static void dispatch_compute(struct gl_video *p, int w, int h, static void render_pass_quad(struct gl_video *p, int vp_w, int vp_h, const struct mp_rect *dst) { - struct vertex va[4] = {0}; + struct vertex va[6] = {0}; struct gl_transform t; gl_transform_ortho(&t, 0, vp_w, 0, vp_h); @@ -1200,8 +1200,11 @@ static void render_pass_quad(struct gl_video *p, int vp_w, int vp_h, } } + va[4] = va[2]; + va[5] = va[1]; + p->gl->Viewport(0, 0, vp_w, abs(vp_h)); - gl_sc_draw_data(p->sc, GL_TRIANGLE_STRIP, va, 4); + gl_sc_draw_data(p->sc, GL_TRIANGLES, va, 6); debug_check_gl(p, "after rendering"); } -- cgit v1.2.3