func (i *Image) QuadVertices(sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 {
	if i.backend == nil {
		i.allocate(true)
	}
	ox, oy, _, _ := i.region()
	return i.backend.restorable.QuadVertices(sx0+ox, sy0+oy, sx1+ox, sy1+oy, a, b, c, d, tx, ty, cr, cg, cb, ca)
}
func (i *Image) QuadVertices(sx0, sy0, sx1, sy1 int, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32 {
	if i.backend == nil {
		i.allocate(true)
	}
	ox, oy, _, _ := i.region()
	return i.backend.restorable.QuadVertices(sx0+ox, sy0+oy, sx1+ox, sy1+oy, a, b, c, d, tx, ty, cr, cg, cb, ca)
}
func ( i * Image ) QuadVertices ( sx0 , sy0 , sx1 , sy1 int , a , b , c , d , tx , ty float32 , cr , cg , cb , ca float32 ) [ ] float32 { if i . backend == nil { i . allocate ( true ) } ox , oy , _ , _ := i . region ( ) return i . backend . restorable . QuadVertices ( sx0 + ox , sy0 + oy , sx1 + ox , sy1 + oy , a , b , c , d , tx , ty , cr , cg , cb , ca ) }
// QuadVertices returns the vertices for rendering a quad.
//
// QuadVertices is highly optimized for rendering quads, and that's the most significant difference from
// PutVertices.
QuadVertices returns the vertices for rendering a quad . QuadVertices is highly optimized for rendering quads and that s the most significant difference from PutVertices .