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Add Maybe to SDL3 RenderGeometry
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4
vendor/sdl3/sdl3_render.odin
vendored
4
vendor/sdl3/sdl3_render.odin
vendored
@@ -240,8 +240,8 @@ foreign lib {
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RenderTextureTiled :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), scale: f32, dstrect: Maybe(^FRect)) -> bool ---
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RenderTexture9Grid :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), left_width, right_width, top_height, bottom_height: f32, scale: f32, dstrect: Maybe(^FRect)) -> bool ---
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RenderTexture9GridTiled :: proc(renderer: ^Renderer, texture: ^Texture, srcrect: Maybe(^FRect), left_width, right_width, top_height, bottom_height: f32, scale: f32, dstrect: Maybe(^FRect), tileScale: f32) -> bool ---
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RenderGeometry :: proc(renderer: ^Renderer, texture: ^Texture, vertices: [^]Vertex, num_vertices: c.int, indices: [^]c.int, num_indices: c.int) -> bool ---
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RenderGeometryRaw :: proc(renderer: ^Renderer, texture: ^Texture, xy: [^]f32, xy_stride: c.int, color: [^]FColor, color_stride: c.int, uv: [^]f32, uv_stride: c.int, num_vertices: c.int, indices: rawptr, num_indices: c.int, size_indices: c.int) -> bool ---
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RenderGeometry :: proc(renderer: ^Renderer, texture: Maybe(^Texture), vertices: [^]Vertex, num_vertices: c.int, indices: [^]c.int, num_indices: c.int) -> bool ---
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RenderGeometryRaw :: proc(renderer: ^Renderer, texture: Maybe(^Texture), xy: [^]f32, xy_stride: c.int, color: [^]FColor, color_stride: c.int, uv: [^]f32, uv_stride: c.int, num_vertices: c.int, indices: rawptr, num_indices: c.int, size_indices: c.int) -> bool ---
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SetRenderTextureAddressMode :: proc(renderer: ^Renderer, u_mode, v_mode: TextureAddressMode) -> bool ---
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GetRenderTextureAddressMode :: proc(renderer: ^Renderer, u_mode, v_mode: ^TextureAddressMode) -> bool ---
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RenderPresent :: proc(renderer: ^Renderer) -> bool ---
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