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Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
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4 changed files with 50 additions and 0 deletions
include
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@ -85,6 +85,16 @@ typedef struct SDL_RendererInfo
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int max_texture_height; /**< The maximum texture height */
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} SDL_RendererInfo;
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/**
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* \brief Vertex structure
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*/
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typedef struct SDL_Vertex
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{
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SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
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SDL_Color color; /**< Vertex color */
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SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
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} SDL_Vertex;
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/**
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* The scaling mode for a texture.
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*/
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@ -1441,6 +1451,25 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
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const SDL_FPoint *center,
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const SDL_RendererFlip flip);
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/**
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* \brief Render a list of triangles, optionally using a texture and indices into the vertex array
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* Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
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*
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* \param texture (optional) The SDL texture to use.
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* \param vertices Vertices.
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* \param num_vertices Number of vertices.
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* \param indices (optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order.
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* \param num_indices Number of indices.
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*
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* \sa SDL_Vertex
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*
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* \return 0 on success, or -1 if the operation is not supported
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*/
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extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
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SDL_Texture *texture,
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const SDL_Vertex *vertices, int num_vertices,
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const int *indices, int num_indices);
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/**
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* \brief Render a list of triangles, optionally using a texture and indices into the vertex arrays
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* Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
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