Better fix for last point in D3D11 renderer, thanks to Nader Golbaz
diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c
index 1ee95ad..728cb16 100644
--- a/src/render/direct3d11/SDL_render_d3d11.c
+++ b/src/render/direct3d11/SDL_render_d3d11.c
@@ -2576,7 +2576,12 @@ D3D11_RenderDrawLines(SDL_Renderer * renderer,
NULL);
D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_LINESTRIP, count);
- D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST, count);
+
+ if (points[0].x != points[count - 1].x || points[0].y != points[count - 1].y) {
+ ID3D11DeviceContext_IASetPrimitiveTopology(rendererData->d3dContext, D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
+ ID3D11DeviceContext_Draw(rendererData->d3dContext, 1, count - 1);
+ }
+
SDL_stack_free(vertices);
return 0;
}