geometryRaw method
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);
}