DrawLine acts differently on platforms

Monkey Forums/Monkey Bug Reports/DrawLine acts differently on platforms

Goodlookinguy(Posted 2014) [#1]
I've run into this problem and I've known about it for ages but noticed that for some reason it has never been posted, but DrawLine acts different on different platforms. This is definitely something that should be fixed so that I don't have to write these ridiculous workarounds. Like for instance with HTML5 and GLFW, I have to add 0.5 to the x and y. For HTML5 alone, I have to do a separate calculation from the one below because otherwise it doesn't come out correctly on all platforms.

Try compiling this to different platforms and notice how it has different results on many of them. Flash renders what I expect. GLFW, HTML5, and XNA all give off different results from one another.


Update
Okay, so DrawPoint also acts differently on GLFW at least.




dawlane(Posted 2014) [#2]
Not at a computer at the moment, so can't have a dig around in mojo. But maybe it's a int/float cast issue. Was testing a maze drawing routine that correctly worked as expected on GLFW, but screwed up when run on HTML and flash. Possibly a related issue or my math/logic is suspect.