geometry method

bool geometry(
  1. Pointer<SdlVertex> vertices,
  2. Pointer<SdlTexture> texture,
  3. int numVertices,
  4. Pointer<Int32> indices,
  5. 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)

{@category render}

Implementation

bool geometry(
  Pointer<SdlVertex> vertices,
  Pointer<SdlTexture> texture,
  int numVertices,
  Pointer<Int32> indices,
  int numIndices,
) => sdlRenderGeometry(
  this,
  texture,
  vertices,
  numVertices,
  indices,
  numIndices,
);