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>
bool SDL_RenderGeometryRaw(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);
SDL_Renderer * | renderer | the rendering context. |
SDL_Texture * | texture | (optional) The SDL texture to use. |
const float * | xy | vertex positions. |
int | xy_stride | byte size to move from one element to the next element. |
const SDL_FColor * | color | vertex colors (as SDL_FColor). |
int | color_stride | byte size to move from one element to the next element. |
const float * | uv | vertex normalized texture coordinates. |
int | uv_stride | byte size to move from one element to the next element. |
int | num_vertices | number of vertices. |
const void * | indices | (optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order. |
int | num_indices | number of indices. |
int | size_indices | index size: 1 (byte), 2 (short), 4 (int). |
(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.