###### (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/SDL2/) is the current stable version!) # SDL_WriteSurfacePixel Writes a single pixel to a surface. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_surface.h) ## Syntax ```c SDL_bool SDL_WriteSurfacePixel(SDL_Surface *surface, int x, int y, Uint8 r, Uint8 g, Uint8 b, Uint8 a); ``` ## Function Parameters | | | | | ---------------------------- | ----------- | ------------------------------------------ | | [SDL_Surface](SDL_Surface) * | **surface** | the surface to write. | | int | **x** | the horizontal coordinate, 0 <= x < width. | | int | **y** | the vertical coordinate, 0 <= y < height. | | Uint8 | **r** | the red channel value, 0-255. | | Uint8 | **g** | the green channel value, 0-255. | | Uint8 | **b** | the blue channel value, 0-255. | | Uint8 | **a** | the alpha channel value, 0-255. | ## Return Value ([SDL_bool](SDL_bool)) Returns [SDL_TRUE](SDL_TRUE) on success or [SDL_FALSE](SDL_FALSE) on failure; call [SDL_GetError](SDL_GetError)() for more information. ## Remarks This function prioritizes correctness over speed: it is suitable for unit tests, but is not intended for use in a game engine. Like [SDL_MapRGBA](SDL_MapRGBA), this uses the entire 0..255 range when converting color components from pixel formats with less than 8 bits per RGB component. ## Version This function is available since SDL 3.0.0. ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategorySurface](CategorySurface)