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).
Defined in <SDL3/SDL_render.h>
int SDL_RenderGeometryRawFloat(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);
renderer | The rendering context. |
texture | (optional) The SDL texture to use. |
xy | Vertex positions |
xy_stride | Byte size to move from one element to the next element |
color | Vertex colors (as SDL_FColor) |
color_stride | Byte size to move from one element to the next element |
uv | Vertex normalized texture coordinates |
uv_stride | Byte size to move from one element to the next element |
num_vertices | Number of vertices. |
indices | (optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order. |
num_indices | Number of indices. |
size_indices | Index size: 1 (byte), 2 (short), 4 (int) |
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
This function is available since SDL 3.0.0.