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
.
You may only call this function from the main thread.
This function is available since SDL 3.1.3.