sdlRenderGeometryRaw function
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);
}