SDL_RenderTextureTiled(3)

πŸ’… SDL_RenderTextureTiled(3) β€” the SDL3 FUNCTIONS glow-up

okay bestie, sit down, hydrate, because this one is actually so satisfying. this is SDL_RenderTextureTiled from the SDL3 functions crew, and it does exactly what it says on the tin: it tiles a chunk of a texture across your rendering target, and it does it at subpixel precision (yes ma'am, subpixel, we love a precise queen). πŸŽ€


✨ NAME ✨

SDL_RenderTextureTiled β€” tile a portion of the texture to the current rendering target at subpixel precision. it's giving wallpaper. it's giving bathroom tile. it's giving "i need this pattern to fill the whole screen and i need it to look good." πŸ¦‹


🌸 SYNOPSIS 🌸

#include <SDL3/SDL_render.h>

bool SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect);

πŸ’– DESCRIPTION πŸ’–

so here's the tea. the pixels in srcrect get repeated as many times as needed to completely fill dstrect. that's it. that's the whole vibe. you give it a little piece of a texture, you give it a big ol' rectangle, and it goes copy-paste copy-paste copy-paste until the destination is absolutely stuffed. no gaps, no crumbs, fully fed. πŸ“


🫢 FUNCTION PARAMETERS 🫢

  • renderer β€” the renderer that's gonna do the copying of the texture parts. she's the one holding the brush, periodt.
  • texture β€” the source texture. the original. the blueprint. the main character. πŸ‘‘
  • srcrect β€” a pointer to the source rectangle, or NULL if you just want the entire texture. no rectangle? no problem.
  • scale β€” the scale used to transform srcrect into the destination rectangle. like, for example: a 32x32 texture with a scale of 2 would fill 64x64 tiles. math is mother and she is serving. πŸ”₯
  • dstrect β€” a pointer to the destination rectangle, or NULL for the entire rendering target. NULL here means "the whole screen is my canvas, and i am the artist." πŸ’…

⭐ RETURN VALUE ⭐

returns true on success or false on failure. if it flops, do not panic β€” just call SDL_GetError() for more information. she will tell you what went wrong, ngl, communication is key. 😭


πŸ’€ THREAD SAFETY πŸ’€

this function should only be called on the main thread. no side quests, no background threads, no sneaky little detours. main thread only. iykyk. πŸ™ˆ

🌈 AVAILABILITY 🌈

this function is available since SDL 3.2.0. so if you're on anything older, bestie, it's simply not happening β€” update or cry, your choice. 🧚


πŸ’œ SEE ALSO πŸ’œ


okay that's the whole page, mwah πŸ’‹ big thank you to Simple Directmedia Layer for this one β€” this is SDL 3.4.18 energy, and yes the function header is literally SDL_RenderTextureTiled(3) because we keep it iconic. go tile something cute, bestie. πŸŽ€βœ¨πŸ’–

πŸ“¦ where this page comes from