sdlRenderGeometryRaw function

bool sdlRenderGeometryRaw(
  1. Pointer<SdlRenderer> renderer,
  2. Pointer<SdlTexture> texture,
  3. Pointer<Float> xy,
  4. int xyStride,
  5. Pointer<SdlFColor> color,
  6. int colorStride,
  7. Pointer<Float> uv,
  8. int uvStride,
  9. int numVertices,
  10. Pointer<NativeType> indices,
  11. int numIndices,
  12. 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 sdlRenderGeometryRaw(
    Pointer<SdlRenderer> renderer,
    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) {
  final sdlRenderGeometryRawLookupFunction = libSdl3.lookupFunction<
      Uint8 Function(
          Pointer<SdlRenderer> renderer,
          Pointer<SdlTexture> texture,
          Pointer<Float> xy,
          Int32 xyStride,
          Pointer<SdlFColor> color,
          Int32 colorStride,
          Pointer<Float> uv,
          Int32 uvStride,
          Int32 numVertices,
          Pointer<NativeType> indices,
          Int32 numIndices,
          Int32 sizeIndices),
      int Function(
          Pointer<SdlRenderer> renderer,
          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)>('SDL_RenderGeometryRaw');
  return sdlRenderGeometryRawLookupFunction(
          renderer,
          texture,
          xy,
          xyStride,
          color,
          colorStride,
          uv,
          uvStride,
          numVertices,
          indices,
          numIndices,
          sizeIndices) ==
      1;
}