|
@@ -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;
|
|
|
}
|
|
|
|