From 37d62deca163b7234a959ce4cff4e4ce7860790a Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Sun, 22 Sep 2024 01:15:19 -0400
Subject: [PATCH] examples/renderer/10-geometry: Fixes and cleanups.
---
examples/renderer/10-geometry/geometry.c | 12 ++----------
1 file changed, 2 insertions(+), 10 deletions(-)
diff --git a/examples/renderer/10-geometry/geometry.c b/examples/renderer/10-geometry/geometry.c
index 2ddf834b5bec1..b5621f872daa9 100644
--- a/examples/renderer/10-geometry/geometry.c
+++ b/examples/renderer/10-geometry/geometry.c
@@ -84,6 +84,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
const float size = 200.0f + (200.0f * scale);
SDL_Vertex vertices[4];
+ int i;
/* as you can see from this, rendering draws over whatever was drawn before it. */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
@@ -105,15 +106,6 @@ SDL_AppResult SDL_AppIterate(void *appstate)
vertices[2].color.b = 1.0f;
vertices[2].color.a = 1.0f;
-#if 0
-typedef struct SDL_Vertex
-{
- SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
- SDL_FColor color; /**< Vertex color */
- SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
-} SDL_Vertex;
-#endif
-
SDL_RenderGeometry(renderer, NULL, vertices, 3, NULL, 0);
/* you can also map a texture to the geometry! Texture coordinates go from 0.0f to 1.0f. That will be the location
@@ -140,7 +132,7 @@ typedef struct SDL_Vertex
using indices, to get the whole thing on the screen: */
/* Let's just move this over so it doesn't overlap... */
- for (int i = 0; i < 3; i++) {
+ for (i = 0; i < 3; i++) {
vertices[i].position.x += 450;
}