Comments (3)
Do you mean for the basic shapes?
void DrawCircleGradient()
void DrawRectangleGradient()
Right now, those functions gradients are automatically generated by the graphic API (OpenGL) using each color vertex information. It's not possible to control de gradient direction directly...
from raylib.
I guess gradients are out then and textures will just have to do. Performance wise, is there any difference between shapes and textures?
from raylib.
Textures is the path to follow, actually, shapes are drawn using a white 1x1 texture for shader requirements.
When using textures, the only performance issue you will notice is the gpu memory required to load it. If the texture is very big, color fetching in the shader will be more costly but nothing to worry unless you are developing a really complex-graphics product for a really low-end device.
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from raylib.