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// without crossing perimeter, points must be in anticlockwise order
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// without crossing perimeter, points must be in anticlockwise order
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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rlColor4ub(tint.r, tint.g, tint.b, tint.a);
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