Transparent rectangle draws corners twice in scaled up windows

Look at the rectangle in the screen shoot. The corners are brighter than I expected them to be.
I scale up with:

SDL_SetWindowSize(_window, _width*(int)_scale, _heigth*(int)_scale);
SDL_SetWindowPosition(_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED);
SDL_RenderSetScale(_renderer, (float)_scale, (float)_scale);

I set the color with

SDL_SetRenderDrawColor(game->_renderer, 255, 0, 0, 128);

and I draw with

SDL_RenderDrawRect(game->_renderer, &rect);

I am running on Windows 10 with the newest packaged nuget can give me.
This is a plain screen shoot with the scale up in the C++ code.

I wouldn’t be surprised if this is yet another example of the several ‘end point’ bugs reported, which have now all been consolidated into bug #2711. Unfortunately it seems that fixing them in SDL 2.0.12 has been abandoned and we’ll need to wait for 2.0.14.

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