GM_DrawLayerListToMemory |
Draws one or more layers to the provided memory buffer at the given location. If aWorldBounds is not NULL, at least the specified area will be drawn. The aspect ratio of the screen pixels will be maintained, so slightly more of the world bounds than specified may be drawn. If aWorldBounds is NULL, the entire specified layer or all of the loaded layers will be rendered.
GM_Error_t32 GM_DrawLayerListToMemory ( GM_LayerHandle_t32* aLayerList, // List of layers to draw or NULL for all uint32 aLayerCount, // Number of layers in list (0 for all) GM_DrawFlags_t32 aDrawFlags, // Flags controlling how the draw is performed const GM_Rectangle_t* aWorldBounds, // World bounds to draw or NULL for all GM_ColorFormat_t32 aColorFormat, // Color format used in data buffer sint32 aPixelWidth, // Width in pixels to draw sint32 aPixelHeight, // Height in pixels to draw void* aDataBuf, // Buffer to hold output color data sint32 aRowWidthBytes // Width of a single row in the array in bytes );