geometry method
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,
);