void Render(ITexture texture, int x, int y, float angle, float size, Color color, int layer = 0);
void Render(ITexture texture, Vector2 pos, float angle, float size, Color color, int layer = 0);
Reason:
The reason for this is to be able to easily render a texture and use size without having to be forced to use the overload with the largest quantity of parameters when all you need is the size.
The Velaptor docs need to be updated by finding any code samples that use more complicated texture renderer methods than necessary.
Acceptance Criteria
### The items to complete to satisfy the Definition of Done.
- [ ] All unit tests executed and passed locally after PR work is complete. _(Why? Refer to 'Additional Information' below.)_
- [ ] All overloads added
- [ ] Issue created to update various docs to use simplier overloads in the code samples.
ToDo Items
### The items to complete to satisfy the Definition of Done.
- [x] Change type labels added to this issue. Refer to the _**Change Type Labels**_ section below.
- [x] Priority label added to this issue. Refer to the _**Priority Type Labels**_ section below.
- [x] Issue linked to the correct milestone _(if applicable)_.
Issue Dependencies
No response
Related Work
No response
Additional Information:
Unit Tests
Reasons for local unit test execution:
Unit tests might pass locally but not in the CI environment during the status check process or vice-versa.
Tests might pass on the developer's machine but not necessarily on the code reviewer's machine.
If you notice that the test status check has passed but the test failed locally, please notify a project maintainer!
💡Warning💡
If the unit tests pass remotely and are not executed locally, this means we could be letting a bug slip into production.
Though bugs will always exist in some capacity, we should all do our part to help prevent them from happening.
Change Type Labels
Change Type
Label
Bug Fixes
🐛bug
Breaking Changes
🧨breaking changes
New Feature
✨new feature
CICD Changes
♻️cicd
Config Changes
⚙️config
Performance Improvements
🏎️performance
Code Doc Changes
🗒️documentation/code
Product Doc Changes
📝documentation/product
Priority Type Labels
Priority Type
Label
Low Priority
low priority
Medium Priority
medium priority
High Priority
high priority
Code of Conduct
[X] I agree to follow this project's Code of Conduct.
Complete The Item Below
Description
Add new overloads to the
ITextureRenderer
interface.The following overloads should be added:
void Render(ITexture texture, int x, int y, float angle, float size, int layer = 0);
void Render(ITexture texture, Vector2 pos, float angle, float size, int layer = 0);
void Render(ITexture texture, int x, int y, float angle, float size, Color color, int layer = 0);
void Render(ITexture texture, Vector2 pos, float angle, float size, Color color, int layer = 0);
Reason: The reason for this is to be able to easily render a texture and use size without having to be forced to use the overload with the largest quantity of parameters when all you need is the size.
The Velaptor docs need to be updated by finding any code samples that use more complicated texture renderer methods than necessary.
Acceptance Criteria
ToDo Items
Issue Dependencies
No response
Related Work
No response
Additional Information:
Unit Tests
Reasons for local unit test execution:
💡Warning💡 If the unit tests pass remotely and are not executed locally, this means we could be letting a bug slip into production. Though bugs will always exist in some capacity, we should all do our part to help prevent them from happening.
Change Type Labels
🐛bug
🧨breaking changes
✨new feature
♻️cicd
⚙️config
🏎️performance
🗒️documentation/code
📝documentation/product
Priority Type Labels
low priority
medium priority
high priority
Code of Conduct