geometryRaw method

bool geometryRaw(
  1. List<SdlxFPoint> positions, {
  2. Pointer<SdlTexture>? texture,
  3. List<SdlxFColor>? colors,
  4. List<SdlxFPoint>? texCoords,
  5. List<int>? indices,
})

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 3.2.0.

\sa SDL_RenderGeometry \sa SDL_SetRenderTextureAddressMode

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)

See also:

Implementation

bool geometryRaw(
  List<SdlxFPoint> positions, {
  Pointer<SdlTexture>? texture,
  List<SdlxFColor>? colors,
  List<SdlxFPoint>? texCoords,
  List<int>? indices,
}) => sdlxRenderGeometryRaw(
  this,
  positions,
  texture: texture,
  colors: colors,
  texCoords: texCoords,
  indices: indices,
);