SDL_RenderTextureTiled(3)
π 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). π
β¨ NAME β¨
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." π¦
πΈ SYNOPSIS πΈ
#include <SDL3/SDL_render.h>
bool SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect);
π DESCRIPTION π
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. π
π«Ά FUNCTION PARAMETERS π«Ά
rendererβ the renderer that's gonna do the copying of the texture parts. she's the one holding the brush, periodt.textureβ the source texture. the original. the blueprint. the main character. πsrcrectβ a pointer to the source rectangle, orNULLif you just want the entire texture. no rectangle? no problem.scaleβ the scale used to transformsrcrectinto the destination rectangle. like, for example: a32x32texture with a scale of2would fill64x64tiles. math is mother and she is serving. π₯dstrectβ a pointer to the destination rectangle, orNULLfor the entire rendering target.NULLhere means "the whole screen is my canvas, and i am the artist." π
β RETURN VALUE β
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. π
π THREAD SAFETY π
this function should only be called on the main thread. no side quests, no background threads, no sneaky little detours. main thread only. iykyk. π
π AVAILABILITY π
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. π§
π SEE ALSO π
SDL_RenderTexture(3)β the non-tiled sibling, if you're feeling minimalist.
okay that's the whole page, mwah π 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. πβ¨π
π¦ where this page comes from
- fedora 43: SDL3-devel 3.4.18-1.fc43 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 43: SDL3-devel 3.4.18-1.fc43 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 44: SDL3-devel 3.4.18-1.fc44 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- fedora 44: SDL3-devel 3.4.18-1.fc44 Β· Zlib AND MIT AND Apache-2.0 AND (Apache-2.0 OR MIT)
- π girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms