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