mirror of https://github.com/encounter/SDL.git
RenderGeometry: simplify casting (Thanks Daniel Gibson)
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@ -3576,19 +3576,17 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
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return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
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}
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}
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#define SDL_OFFSETOF(_TYPE,_MEMBER) ((intptr_t)&(((_TYPE*)0)->_MEMBER))
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int
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int
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SDL_RenderGeometry(SDL_Renderer *renderer,
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SDL_RenderGeometry(SDL_Renderer *renderer,
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SDL_Texture *texture,
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SDL_Texture *texture,
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const SDL_Vertex *vertices, int num_vertices,
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const SDL_Vertex *vertices, int num_vertices,
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const int *indices, int num_indices)
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const int *indices, int num_indices)
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{
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{
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const float *xy = (const float *)((const Uint8 *)vertices + SDL_OFFSETOF(SDL_Vertex, position));
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const float *xy = &vertices[0].position.x;
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int xy_stride = sizeof (SDL_Vertex);
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int xy_stride = sizeof (SDL_Vertex);
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const int *color = (const int *) ((const Uint8 *)vertices + SDL_OFFSETOF(SDL_Vertex, color));
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const int *color = (int *)&vertices[0].color.r;
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int color_stride = sizeof (SDL_Vertex);
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int color_stride = sizeof (SDL_Vertex);
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const float *uv = (const float *)((const Uint8 *)vertices + SDL_OFFSETOF(SDL_Vertex, tex_coord));
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const float *uv = &vertices[0].tex_coord.x;
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int uv_stride = sizeof (SDL_Vertex);
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int uv_stride = sizeof (SDL_Vertex);
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int size_indices = 4;
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int size_indices = 4;
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