sdlRenderGeometry function
- Pointer<
SdlRenderer> renderer, - Pointer<
SdlTexture> texture, - Pointer<
SdlVertex> vertices, - int numVertices,
- Pointer<
Int32> indices, - int numIndices,
Render a list of triangles, optionally using a texture and indices into the vertex array 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 vertices vertices. \param num_vertices number of vertices. \param indices (optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order. \param num_indices number of indices. \returns true on success or false on failure; call SDL_GetError() for more information.
\threadsafety This function should only be called on the main thread.
\since This function is available since SDL 3.1.3.
\sa SDL_RenderGeometryRaw
extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Vertex *vertices, int num_vertices, const int *indices, int num_indices)
Implementation
bool sdlRenderGeometry(
Pointer<SdlRenderer> renderer,
Pointer<SdlTexture> texture,
Pointer<SdlVertex> vertices,
int numVertices,
Pointer<Int32> indices,
int numIndices) {
final sdlRenderGeometryLookupFunction = libSdl3.lookupFunction<
Uint8 Function(
Pointer<SdlRenderer> renderer,
Pointer<SdlTexture> texture,
Pointer<SdlVertex> vertices,
Int32 numVertices,
Pointer<Int32> indices,
Int32 numIndices),
int Function(
Pointer<SdlRenderer> renderer,
Pointer<SdlTexture> texture,
Pointer<SdlVertex> vertices,
int numVertices,
Pointer<Int32> indices,
int numIndices)>('SDL_RenderGeometry');
return sdlRenderGeometryLookupFunction(
renderer, texture, vertices, numVertices, indices, numIndices) ==
1;
}