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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.

Syntax
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
);