Tile a portion of the texture to the current rendering target at subpixel precision.
Defined in <SDL3/SDL_render.h>
bool SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect);| 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. |
(bool) Returns true on success or 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 should only be called on the main thread.
This function is available since SDL 3.2.0.