robfram b855bc44ae Implement line clipping for TextureProgress to avoid bad rendering due to imprecise UV mapping
Original code used a quick aproximation for simulating the
correspondent texel in the `TextureProgress` texture as radial
progress indicator. This lead to visualization errors. Changed it for
a Liang-Barsky line clipping algorithm stripped to its minimum for
this specific use case.

Fix #17364.

(cherry picked from commit 7991bd168da1e0b8d0dc34635a35057aab466349)
2018-04-28 16:19:52 +02:00
..
2018-02-22 12:17:06 +01:00
2018-01-12 00:58:14 +02:00
2018-01-12 00:58:14 +02:00