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Removed SDL_RenderGeometryRawFloat()
After discussion with @orconut, SDL_RenderGeometryRaw() will take floating point colors and conversion from 8-bit color can happen on the application side. We can always add an 8-bit color fast path in the future if we need it on handheld platforms. If you need code to do this in your application, you can use the following: int SDL_RenderGeometryRaw8BitColor(SDL_Renderer *renderer, SDL_Texture *texture, const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride, int num_vertices, const void *indices, int num_indices, int size_indices) { int i, retval, isstack; const Uint8 *color2 = (const Uint8 *)color; SDL_FColor *color3; if (num_vertices <= 0) { return SDL_InvalidParamError("num_vertices"); } if (!color) { return SDL_InvalidParamError("color"); } color3 = (SDL_FColor *)SDL_small_alloc(SDL_FColor, num_vertices, &isstack); if (!color3) { return -1; } for (i = 0; i < num_vertices; ++i) { color3[i].r = color->r / 255.0f; color3[i].g = color->g / 255.0f; color3[i].b = color->b / 255.0f; color3[i].a = color->a / 255.0f; color2 += color_stride; color = (const SDL_Color *)color2; } retval = SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices); SDL_small_free(color3, isstack); return retval; } Fixes libsdl-org#9009
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