geometryRaw method

bool geometryRaw(
  1. Pointer<SdlTexture> texture,
  2. Pointer<Float> xy,
  3. int xyStride,
  4. Pointer<SdlFColor> color,
  5. int colorStride,
  6. Pointer<Float> uv,
  7. int uvStride,
  8. int numVertices,
  9. Pointer<NativeType> indices,
  10. int numIndices,
  11. int sizeIndices,
)

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_FColor). \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). \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_RenderGeometry

extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices)

Implementation

bool geometryRaw(
    Pointer<SdlTexture> texture,
    Pointer<Float> xy,
    int xyStride,
    Pointer<SdlFColor> color,
    int colorStride,
    Pointer<Float> uv,
    int uvStride,
    int numVertices,
    Pointer<NativeType> indices,
    int numIndices,
    int sizeIndices) {
  return sdlRenderGeometryRaw(this, texture, xy, xyStride, color, colorStride,
      uv, uvStride, numVertices, indices, numIndices, sizeIndices);
}