adds DrawTexturedPoly with example
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@ -416,7 +416,8 @@ SHAPES = \
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shapes/shapes_easings_rectangle_array \
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shapes/shapes_draw_ring \
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shapes/shapes_draw_circle_sector \
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shapes/shapes_draw_rectangle_rounded
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shapes/shapes_draw_rectangle_rounded \
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shapes/shapes_textured_polygon
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TEXTURES = \
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textures/textures_logo_raylib \
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@ -1147,6 +1147,7 @@ RLAPI void DrawTriangleFan(Vector2 *points, int pointsCount, Color color);
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RLAPI void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color); // Draw a triangle strip defined by points
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RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a regular polygon (Vector version)
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RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
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RLAPI void DrawTexturedPoly(Texture t, float x, float y, Vector2 *points, Vector2 *tPnts, int numPoints, Color colour); // Draw a textured polygon
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// Basic shapes collision detection functions
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RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
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42
src/shapes.c
42
src/shapes.c
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@ -1419,6 +1419,48 @@ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Colo
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rlPopMatrix();
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}
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// t texture to use
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// x,y position to draw the poly (centre)
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// points points of the poly (relative to 0,0)
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// tPnts uv coordinates
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// numPoints number of points in the poly
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// colour the tint of the poly
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//
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// NB centre (0,0) must have straight line path to all points
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// without crossing perimeter, points must be in anticlockwise
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// order
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void DrawTexturedPoly(Texture t, float x, float y,
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Vector2 *points, Vector2 *tPnts,
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int numPoints, Color colour)
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{
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rlEnableTexture(t.id);
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// for some reason texturing doesn't work on trianglesso make a
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// degenerate QUAD, DrawTriangleFan does this too why ?
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rlCheckRenderBatchLimit((numPoints-1)*4);
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rlBegin(RL_QUADS);
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rlColor4ub(colour.r, colour.g, colour.b, colour.a);
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for (int i = 0; i < numPoints-1; i++)
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{
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rlTexCoord2f(0.5, 0.5);
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rlVertex2f(x, y);
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rlTexCoord2f(tPnts[i].x, tPnts[i].y);
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rlVertex2f(points[i].x + x, points[i].y + y);
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rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
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rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
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rlTexCoord2f(tPnts[i + 1].x, tPnts[i + 1].y);
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rlVertex2f(points[i + 1].x + x, points[i + 1].y + y);
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}
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rlEnd();
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rlDisableTexture();
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Collision Detection functions
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//----------------------------------------------------------------------------------
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