Tile a portion of the texture to the current rendering target at subpixel precision.
Defined in <SDL3/SDL_render.h>
const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect); SDL_bool SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture,
SDL_Renderer * | renderer | the renderer which should copy parts of a texture. |
SDL_Texture * | texture | the source texture. |
const SDL_FRect * | srcrect | a pointer to the source rectangle, or NULL for the entire texture. |
float | scale | the scale used to transform srcrect into the destination rectangle, e.g. a 32x32 texture with a scale of 2 would fill 64x64 tiles. |
const SDL_FRect * | dstrect | a pointer to the destination rectangle, or NULL for the entire rendering target. |
(SDL_bool) Returns SDL_TRUE on success or SDL_FALSE on failure; call SDL_GetError() for more information.
The pixels in srcrect
will be repeated as many times as needed to completely fill dstrect
.
This function is available since SDL 3.0.0.