When draw a point with call: glBegin(GL_POINTS); glVertex2f(x, y); glEnd(); The point location will depend on x,y coord, the current implementation is: x=1.4, y=1.4, point will be drawn at (1,1); x=1.9, y=1.4, point will be drawn at (1,1); x=1.4, y=1.9, point will be drawn at (1,2); Y coord is round to the nearest integer, X is round down to the nearest integer. The X,Y coord should be tread equally and Y should be round down instead of round.
This might be within spec. Appendix H of the OpenGL programming guide (OpenGL correctness tips) explains that a 0.375 translation factor should be used when you're trying to hit specific window coords. You might want to look into that.
update status.
I do not think this bug is result from 0.375 translation factor. But now when assign point's location at (x=1.4, y=1.9), point will be drawn at (1,1), so this bug has gone.
Mass version move, cvs -> git
Use of freedesktop.org services, including Bugzilla, is subject to our Code of Conduct. How we collect and use information is described in our Privacy Policy.