SDL_BindGPUIndexBuffer(3)

πŸ’– NAME πŸ’–

SDL_BindGPUIndexBuffer β€” bestie, this one binds an index buffer onto a command buffer so all your lil draw calls after it can actually use it. It's giving "setting the stage before the main character performs." ✨


πŸŽ€ SYNOPSIS πŸŽ€

#include <SDL3/SDL_gpu.h>

void SDL_BindGPUIndexBuffer(
    SDL_GPURenderPass *render_pass,
    const SDL_GPUBufferBinding *binding,
    SDL_GPUIndexElementSize index_element_size);

πŸ¦‹ FUNCTION PARAMETERS πŸ¦‹

  • render_pass β€” a render pass handle. That's the lil pass you're doing all this work inside, okay?
  • binding β€” a pointer to a struct that holds an index buffer and an offset. Both. Together. Iconic.
  • index_element_size β€” tells everyone whether the index values chillin' in that buffer are 16-bit or 32-bit. You gotta be specific, no guessing πŸ’…

🌸 AVAILABILITY 🌸

This function is available since SDL 3.2.0. So if you're on anything older, it's not there yet, sorry bestie 😭


Heads up, queen: this is part of the Simple Directmedia Layer fam, and this page is from the SDL 3.4.18 era of SDL_BindGPUIndexBuffer(3) β€” go forth and bind responsibly, fr fr πŸ«ΆπŸ‘‘
πŸ“¦ where this page comes from