diff --git a/examples/renderer/10-geometry/geometry.c b/examples/renderer/10-geometry/geometry.c index 2ddf834b5b..b5621f872d 100644 --- a/examples/renderer/10-geometry/geometry.c +++ b/examples/renderer/10-geometry/geometry.c @@ -84,6 +84,7 @@ SDL_AppResult SDL_AppIterate(void *appstate) const float size = 200.0f + (200.0f * scale); SDL_Vertex vertices[4]; + int i; /* as you can see from this, rendering draws over whatever was drawn before it. */ SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */ @@ -105,15 +106,6 @@ SDL_AppResult SDL_AppIterate(void *appstate) vertices[2].color.b = 1.0f; vertices[2].color.a = 1.0f; -#if 0 -typedef struct SDL_Vertex -{ - SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ - SDL_FColor color; /**< Vertex color */ - SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ -} SDL_Vertex; -#endif - SDL_RenderGeometry(renderer, NULL, vertices, 3, NULL, 0); /* you can also map a texture to the geometry! Texture coordinates go from 0.0f to 1.0f. That will be the location @@ -140,7 +132,7 @@ typedef struct SDL_Vertex using indices, to get the whole thing on the screen: */ /* Let's just move this over so it doesn't overlap... */ - for (int i = 0; i < 3; i++) { + for (i = 0; i < 3; i++) { vertices[i].position.x += 450; }