Render a list of triangles, optionally using a texture and indices into the vertex array Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
Defined in <SDL3/SDL_render.h>
bool SDL_RenderGeometry(SDL_Renderer *renderer,
SDL_Texture *texture,const SDL_Vertex *vertices, int num_vertices,
const int *indices, int num_indices);
SDL_Renderer * | renderer | the rendering context. |
SDL_Texture * | texture | (optional) The SDL texture to use. |
const SDL_Vertex * | vertices | vertices. |
int | num_vertices | number of vertices. |
const int * | indices | (optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order. |
int | num_indices | number of indices. |
(bool) Returns true on success or false on failure; call SDL_GetError() for more information.
You may only call this function from the main thread.
This function is available since SDL 3.1.3.
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
int main(int argc, char *argv[])
{bool quit = false;
"Triangle Example", 800, 600, 0);
SDL_Window *window = SDL_CreateWindow(
SDL_Renderer *renderer = SDL_CreateRenderer(window, NULL);
#define vertLen 3
SDL_Vertex vert[vertLen];
// center
0].position.x = 400;
vert[0].position.y = 150;
vert[0].color.r = 1.0;
vert[0].color.g = 0.0;
vert[0].color.b = 0.0;
vert[0].color.a = 1.0;
vert[
// left
1].position.x = 200;
vert[1].position.y = 450;
vert[1].color.r = 0.0;
vert[1].color.g = 0.0;
vert[1].color.b = 1.0;
vert[1].color.a = 1.0;
vert[
// right
2].position.x = 600;
vert[2].position.y = 450;
vert[2].color.r = 0.0;
vert[2].color.g = 1.0;
vert[2].color.b = 0.0;
vert[2].color.a = 1.0;
vert[
while (!quit) {
SDL_Event ev;while (SDL_PollEvent(&ev) != 0) {
switch(ev.type) {
case SDL_EVENT_QUIT:
quit = true;break;
}
}0, 0, 0, 255);
SDL_SetRenderDrawColor(renderer,
SDL_RenderClear(renderer);
0);
SDL_RenderGeometry(renderer, NULL, vert, vertLen, NULL,
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();return 0;
}