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Update README.md
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Signed-off-by: Nathan Hurde <[email protected]>
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nhurde authored Jun 17, 2024
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Showing 1 changed file with 14 additions and 8 deletions.
22 changes: 14 additions & 8 deletions README.md
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Expand Up @@ -39,28 +39,34 @@ Rendered Texture as polygon with sides increasing:
**bool SDL2_RenderParty_Quit**(); //optional
//Gets the Directional Length on the X Axis , used in other calls
**float SDL2_RenderParty_LengthdirX**( float length, float angle );
**float SDL2_RenderParty_LengthdirX**( float length, float angle ); **
//Gets the Directional Length on the Y Axis , used in other calls
**float SDL2_RenderParty_LengthdirY**( float length, float angle );
**float SDL2_RenderParty_LengthdirY**( float length, float angle );**
//Renders a Circle at SDL_point(pos) with circle_radius, circle_colour, alpha(0-255) and starting and ending angle support.
**bool SDL_RenderParty_Circle( SDL_Renderer * renderer, SDL_Texture * tex, SDL_Point pos, int circle_radius, SDL_Color * circle_colour, int alpha, float start_angle, int texture_effect );**
//Renders An Oval with an X and Y radius at SDL_point(x,y) pos
**bool SDL_RenderParty_Oval( SDL_Renderer * renderer, SDL_Texture * tex, SDL_Point pos, int x_radius,int y_radius,SDL_Color * oval_colour, int alpha, float start_angle, int texture_effect )**
// Renders a texture or rotated rectangle based on 4 SDL_Vertices, you may toggle colors on or off and correct the inputted texture coordinates
**bool SDL_RenderParty_Quad**( SDL_Renderer *renderer, SDL_Texture *tex, const SDL_Vertex * vertices, bool show_colors , bool update_tex_cords );
**bool SDL_RenderParty_Quad**( SDL_Renderer *renderer, SDL_Texture *tex, const SDL_Vertex * vertices, bool show_colors , bool update_tex_cords ); **
// Renders TriangleStrips based on the inputted SDL_Vertex vertices. You will need at least 3 vertices for this function.
// tex can be left NULL to render colored TriangleStrips. If not left blank, please see the texture_effect which is based on the sdl_partyeffect enums
**int SDL_RenderParty_Strips**(SDL_Renderer *renderer, SDL_Texture *tex, const SDL_Vertex * vertices, int num_vertices, bool is_closed , int texture_effect );
**int SDL_RenderParty_Strips**(SDL_Renderer *renderer, SDL_Texture *tex, const SDL_Vertex * vertices, int num_vertices, bool is_closed , int texture_effect ); **
// Renders TriangleFans based on the inputted SDL_Vertex vertices. You will need at least 3 vertices for this function.
// tex can be left NULL to render colored TriangleStrips. If not left blank, please see the texture_effect which is based on the sdl_partyeffect enums
**int SDL_RenderParty_Fans**( SDL_Renderer *renderer, SDL_Texture *tex, const SDL_Vertex *vertices, int num_vertices, int texture_effect );
**int SDL_RenderParty_Fans**( SDL_Renderer *renderer, SDL_Texture *tex, const SDL_Vertex *vertices, int num_vertices, int texture_effect ); **
// Renders a Polygon based on the inputted SDL_Vertex vertices. You will need at least 3 vertices for this function.
// tex can be left NULL to render colored TriangleFans. If not left blank, please see the texture_effect which is based on the sdl_partyeffect enums
**bool SDL_RenderParty_Polygon**( SDL_Renderer * renderer, SDL_Texture * tex, SDL_Point pos, int shape_length , int point_count, SDL_Color * shape_colour, int alpha, float start_angle, int texture_effect );
**bool SDL_RenderParty_Polygon**( SDL_Renderer * renderer, SDL_Texture * tex, SDL_Point pos, int shape_length , int point_count, SDL_Color * shape_colour, int alpha, float start_angle, int texture_effect ); **

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