NewRenderTexture creates a new *RenderTexture. You should specify a function to be called when the Texture needs to be rendered (i.e. directly after calling ewRenderTexture(), as well as whenever SDL loses context and render textures need to be rebuilt (see: https://wiki.libsdl.org/SDL_EventType, SD
()
| 86 | // a function to be called when the Texture needs to be rendered (i.e. directly after calling ewRenderTexture(), as well as whenever SDL loses context |
| 87 | // and render textures need to be rebuilt (see: https://wiki.libsdl.org/SDL_EventType, SDL_RENDER_TARGETS_RESET)). This is a bit of a doozy. |
| 88 | func NewRenderTexture() *RenderTexture { |
| 89 | |
| 90 | rt := &RenderTexture{} |
| 91 | |
| 92 | renderTextures = append(renderTextures, rt) |
| 93 | |
| 94 | return rt |
| 95 | |
| 96 | } |
no outgoing calls
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