* two places and so on until all four coordinates are stored, therefore
* requiring enough room for an array of eight scalars. The winding of the
* coordinates is always counter-clockwise (the GL default).
+ * @return True if index is valid, false otherwise.
*/
- void getTileCoords(unsigned index, scalar coords[8]);
+ bool getTileCoords(unsigned index, scalar coords[8]);
/**
* the texture coordinates. This allows you to easily map a texture
* backwards or upside-down.
* @param what The orientation; can be flip, reverse, or flip_and_reverse.
+ * @return True if index is valid, false otherwise.
*/
- void getTileCoords(unsigned index, scalar coords[8], orientation what);
+ bool getTileCoords(unsigned index, scalar coords[8], orientation what);
static std::string getPathToResource(const std::string& name);