sdlRenderGeometry function render
- 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 3.2.0.
\sa SDL_RenderGeometryRaw \sa SDL_SetRenderTextureAddressMode
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 = _libSdl
      .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;
}