func (texture *Texture) GL_BindTexture(texw, texh *float32) error { _texw := (*C.float)(unsafe.Pointer(texw)) _texh := (*C.float)(unsafe.Pointer(texh)) _ret := C.SDL_GL_BindTexture(texture.cptr(), _texw, _texh) if _ret < 0 { return GetError() } return nil }
func (texture *Texture) GL_BindTexture(texw, texh *float32) int { _texture := (*C.SDL_Texture)(unsafe.Pointer(texture)) _texw := (*C.float)(unsafe.Pointer(texw)) _texh := (*C.float)(unsafe.Pointer(texh)) return (int)(C.SDL_GL_BindTexture(_texture, _texw, _texh)) }
// Returns (ok, texture width, texture height) func (t *Texture) Bind() (float32, float32, bool) { texw := C.float(0.0) texh := C.float(0.0) ret := C.SDL_GL_BindTexture(t.cTexture, &texw, &texh) return float32(texw), float32(texh), int(ret) == 0 }
func (texture *Texture) GL_BindTexture(texw, texh *float32) int { _texw := (*C.float)(unsafe.Pointer(texw)) _texh := (*C.float)(unsafe.Pointer(texh)) return int(C.SDL_GL_BindTexture(texture.cptr(), _texw, _texh)) }