[SDL] How about an SDL_RenderFillQuad function?

Travis McKinney movonarvic at gmail.com
Fri Sep 30 18:05:31 PDT 2016


I've been messing around with AGG to draw quality lines.
http://www.antigrain.com/index.html
There's a basic hello world integrating SDL2 and AGG at
https://github.com/koopdi/draw

On 30 September 2016 at 15:18, Sik the hedgehog <sik.the.hedgehog at gmail.com>
wrote:

> 2016-09-30 12:07 GMT-03:00, SeanOConnor <sean at windowsgames.co.uk>:
> > I just thought that adding a quad, triangle or arbitrary number of points
> > function would be so easy (as rects are drawn with triangles anyway) it
> > might as well be added, and I was surprised those functions weren't there
> > already.
>
> Because of the software renderer. That one is using dedicated
> algorithms instead of triangles. And honestly a good reason why we
> need triangle routines for it, because then at worst we can just build
> everything else on top of that.
>
> This is a problem that has been going on for a long while though. SDL
> supports multiple backends for the renderer (software, different
> OpenGL versions, different Direct3D versions), but they don't want to
> add a new function that doesn't work in all backends. And then what
> happens is somebody contributes a new function for one backend, but
> then nobody wants to bother implementing the function in the other
> backends, and the end result is that the function goes nowhere and
> gets forgotten. On top of the fact most people don't want to use the
> renderer anyway (they either use SDL_gpu or, more likely, they just go
> straight with their own OpenGL code).
>
> Actually heck, adding triangle functions would probably solve it for
> all backends.
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