SDL_RenderGeometryRaw

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).

extern (C) nothrow @nogc extern
bool
SDL_RenderGeometryRaw
(,,
const(float)* xy
,,,,
const(float)* uv
,,,
const(void)* indices
,,)

Parameters

renderer SDL_Renderer*

The rendering context.

texture SDL_Texture*

(optional) The SDL_Texture to use.

xy const(float)*

Vertex positions.

xy_stride int

Byte size to move from one element to the next element.

color const(SDL_FColor)*

Vertex colors (as SDL_FColor).

color_stride int

Byte size to move from one element to the next element.

uv const(float)*

Vertex normalized texture coordinates.

uv_stride int

Byte size to move from one element to the next element.

num_vertices int

Number of vertices.

indices const(void)*

(optional) An array of indices into the 'vertices' arrays, if null all vertices will be rendered in sequential order.

num_indices int

Number of indices.

size_indices int

Index size: 1 (byte), 2 (short), 4 (int).

Return Value

Type: bool

true on success or false on failure; call SDL_GetError for more information.

Threadsafety: This function should only be called on the main thread.

See Also

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