###### (This is the legacy documentation for stable SDL2, the current stable version; [SDL3](https://wiki.libsdl.org/SDL3/) is the current development version.) # SDL_LockTexture Lock a portion of the texture for **write-only** pixel access. ## Header File Defined in [SDL_render.h](https://github.com/libsdl-org/SDL/blob/SDL2/include/SDL_render.h) ## Syntax ```c int SDL_LockTexture(SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch); ``` ## Function Parameters | | | | --------------- | ------------------------------------------------------------------------------------------------------------------- | | **texture** | the texture to lock for access, which was created with [`SDL_TEXTUREACCESS_STREAMING`](SDL_TEXTUREACCESS_STREAMING) | | **rect** | an [SDL_Rect](SDL_Rect) structure representing the area to lock for access; NULL to lock the entire texture | | **pixels** | this is filled in with a pointer to the locked pixels, appropriately offset by the locked area | | **pitch** | this is filled in with the pitch of the locked pixels; the pitch is the length of one row in bytes | ## Return Value Returns 0 on success or a negative error code if the texture is not valid or was not created with [`SDL_TEXTUREACCESS_STREAMING`](SDL_TEXTUREACCESS_STREAMING); call [SDL_GetError](SDL_GetError)() for more information. ## Remarks As an optimization, the pixels made available for editing don't necessarily contain the old texture data. This is a write-only operation, and if you need to keep a copy of the texture data you should do that at the application level. You must use [SDL_UnlockTexture](SDL_UnlockTexture)() to unlock the pixels and apply any changes. ## Version This function is available since SDL 2.0.0. ## See Also * [SDL_UnlockTexture](SDL_UnlockTexture) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction)