Enable texture wrapping for SDL_RenderGeometry()

Currently wrapping is based on whether texture coordinates are outside of [0,1], but the code is structured so it's easy to add an API to set it and add additional wrapping modes if we want.

Fixes https://github.com/libsdl-org/SDL/issues/9238
Closes https://github.com/libsdl-org/SDL/pull/5369
This commit is contained in:
Sam Lantinga
2024-07-17 22:49:05 -07:00
parent 6a74ade73d
commit 03bb2c17ed
15 changed files with 1198 additions and 418 deletions

View File

@@ -23,9 +23,10 @@ typedef struct SDLTest_SurfaceImage_s {
} SDLTest_SurfaceImage_t;
/* Test images */
SDL_Surface *SDLTest_ImageBlit(void);
SDL_Surface *SDLTest_ImageBlitColor(void);
SDL_Surface *SDLTest_ImageFace(void);
SDL_Surface *SDLTest_ImagePrimitives(void);
SDL_Surface *SDLTest_ImageBlendingBackground(void);
SDL_Surface *SDLTest_ImageBlendingSprite(void);
extern SDL_Surface *SDLTest_ImageBlit(void);
extern SDL_Surface *SDLTest_ImageBlitColor(void);
extern SDL_Surface *SDLTest_ImageFace(void);
extern SDL_Surface *SDLTest_ImagePrimitives(void);
extern SDL_Surface *SDLTest_ImageBlendingBackground(void);
extern SDL_Surface *SDLTest_ImageBlendingSprite(void);
extern SDL_Surface *SDLTest_ImageWrappingSprite(void);