sdlRenderGeometry function render

bool sdlRenderGeometry(
  1. Pointer<SdlRenderer> renderer,
  2. Pointer<SdlTexture> texture,
  3. Pointer<SdlVertex> vertices,
  4. int numVertices,
  5. Pointer<Int32> indices,
  6. 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)

Implementation

bool sdlRenderGeometry(
  Pointer<SdlRenderer> renderer,
  Pointer<SdlTexture> texture,
  Pointer<SdlVertex> vertices,
  int numVertices,
  Pointer<Int32> indices,
  int numIndices,
) {
  final sdlRenderGeometryLookupFunction = _libSdl
      .lookupFunction<
        Uint8 Function(
          Pointer<SdlRenderer> renderer,
          Pointer<SdlTexture> texture,
          Pointer<SdlVertex> vertices,
          Int32 numVertices,
          Pointer<Int32> indices,
          Int32 numIndices,
        ),
        int Function(
          Pointer<SdlRenderer> renderer,
          Pointer<SdlTexture> texture,
          Pointer<SdlVertex> vertices,
          int numVertices,
          Pointer<Int32> indices,
          int numIndices,
        )
      >('SDL_RenderGeometry');
  return sdlRenderGeometryLookupFunction(
        renderer,
        texture,
        vertices,
        numVertices,
        indices,
        numIndices,
      ) ==
      1;
}