sdlRenderGeometryRaw function

int sdlRenderGeometryRaw(
  1. Pointer<SdlRenderer> renderer,
  2. Pointer<SdlTexture> texture,
  3. Pointer<Float> xy,
  4. int xyStride,
  5. Pointer<SdlColor> color,
  6. int colorStride,
  7. Pointer<Float> uv,
  8. int uvStride,
  9. int numVertices,
  10. Pointer<NativeType> indices,
  11. int numIndices,
  12. int sizeIndices,
)

Render a list of triangles, optionally using a texture and indices into the vertex arrays Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).

\param renderer The rendering context. \param texture (optional) The SDL texture to use. \param xy Vertex positions \param xy_stride Byte size to move from one element to the next element \param color Vertex colors (as SDL_Color) \param color_stride Byte size to move from one element to the next element \param uv Vertex normalized texture coordinates \param uv_stride Byte size to move from one element to the next element \param num_vertices Number of vertices. \param indices (optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order. \param num_indices Number of indices. \param size_indices Index size: 1 (byte), 2 (short), 4 (int) \return 0 on success, or -1 if the operation is not supported

\since This function is available since SDL 2.0.18.

\sa SDL_RenderGeometry \sa SDL_Vertex

extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices)

Implementation

int sdlRenderGeometryRaw(
    Pointer<SdlRenderer> renderer,
    Pointer<SdlTexture> texture,
    Pointer<Float> xy,
    int xyStride,
    Pointer<SdlColor> color,
    int colorStride,
    Pointer<Float> uv,
    int uvStride,
    int numVertices,
    Pointer<NativeType> indices,
    int numIndices,
    int sizeIndices) {
  final sdlRenderGeometryRawLookupFunction = libSdl2.lookupFunction<
      Int32 Function(
          Pointer<SdlRenderer> renderer,
          Pointer<SdlTexture> texture,
          Pointer<Float> xy,
          Int32 xyStride,
          Pointer<SdlColor> color,
          Int32 colorStride,
          Pointer<Float> uv,
          Int32 uvStride,
          Int32 numVertices,
          Pointer<NativeType> indices,
          Int32 numIndices,
          Int32 sizeIndices),
      int Function(
          Pointer<SdlRenderer> renderer,
          Pointer<SdlTexture> texture,
          Pointer<Float> xy,
          int xyStride,
          Pointer<SdlColor> color,
          int colorStride,
          Pointer<Float> uv,
          int uvStride,
          int numVertices,
          Pointer<NativeType> indices,
          int numIndices,
          int sizeIndices)>('SDL_RenderGeometryRaw');
  return sdlRenderGeometryRawLookupFunction(
      renderer,
      texture,
      xy,
      xyStride,
      color,
      colorStride,
      uv,
      uvStride,
      numVertices,
      indices,
      numIndices,
      sizeIndices);
}