mirror of https://github.com/encounter/SDL.git
Sync wiki -> header
This commit is contained in:
parent
154384a776
commit
ca39f6d6cd
|
@ -1452,18 +1452,20 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
|
|||
const SDL_RendererFlip flip);
|
||||
|
||||
/**
|
||||
* 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).
|
||||
* 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).
|
||||
*
|
||||
* \param texture (optional) The SDL texture to use.
|
||||
* \param vertices Vertices.
|
||||
* \param num_vertices Number of vertices.
|
||||
* \param indices (optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order.
|
||||
* \param num_indices Number of indices.
|
||||
* \param texture (optional) The SDL texture to use.
|
||||
* \param vertices Vertices.
|
||||
* \param num_vertices Number of vertices.
|
||||
* \param indices (optional) An array of integer indices into the 'vertices'
|
||||
* array, if NULL all vertices will be rendered in sequential
|
||||
* order.
|
||||
* \param num_indices Number of indices.
|
||||
* \return 0 on success, or -1 if the operation is not supported
|
||||
*
|
||||
* \sa SDL_Vertex
|
||||
*
|
||||
* \return 0 on success, or -1 if the operation is not supported
|
||||
* \sa SDL_Vertex
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
|
||||
SDL_Texture *texture,
|
||||
|
@ -1471,22 +1473,23 @@ extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
|
|||
const int *indices, int num_indices);
|
||||
|
||||
/**
|
||||
* 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).
|
||||
* 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).
|
||||
*
|
||||
* \param texture (optional) The SDL texture to use.
|
||||
* \param xy Vertex positions
|
||||
* \param xy_stride Byte size to move from one element to the next element
|
||||
* \param color Vertex colors (as SDL_Color)
|
||||
* \param color_stride Byte size to move from one element to the next element
|
||||
* \param uv Vertex normalized texture coordinates
|
||||
* \param uv_stride Byte size to move from one element to the next element
|
||||
* \param num_vertices Number of vertices.
|
||||
* \param indices (optional) An array of indices into the 'vertices' arrays, if NULL all vertices will be rendered in sequential order.
|
||||
* \param num_indices Number of indices.
|
||||
* \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
|
||||
*
|
||||
* \return 0 on success, or -1 if the operation is not supported
|
||||
* \param texture (optional) The SDL texture to use.
|
||||
* \param xy Vertex positions
|
||||
* \param xy_stride Byte size to move from one element to the next element
|
||||
* \param color Vertex colors (as SDL_Color)
|
||||
* \param color_stride Byte size to move from one element to the next element
|
||||
* \param uv Vertex normalized texture coordinates
|
||||
* \param uv_stride Byte size to move from one element to the next element
|
||||
* \param num_vertices Number of vertices.
|
||||
* \param indices (optional) An array of indices into the 'vertices' arrays,
|
||||
* if NULL all vertices will be rendered in sequential order.
|
||||
* \param num_indices Number of indices.
|
||||
* \param size_indices Index size: 1 (byte), 2 (short), 4 (int)
|
||||
* \return 0 on success, or -1 if the operation is not supported
|
||||
*/
|
||||
extern DECLSPEC int SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer,
|
||||
SDL_Texture *texture,
|
||||
|
|
Loading…
Reference in New Issue