SDL Wiki
(This is the documentation for SDL3, which is the current stable version. SDL2 was the previous version!)

SDL_CreateTexture

Create a texture for a rendering context.

Header File

Defined in <SDL3/SDL_render.h>

Syntax

SDL_Texture * SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h);

Function Parameters

SDL_Renderer * renderer the rendering context.
SDL_PixelFormat format one of the enumerated values in SDL_PixelFormat.
SDL_TextureAccess access one of the enumerated values in SDL_TextureAccess.
int w the width of the texture in pixels.
int h the height of the texture in pixels.

Return Value

(SDL_Texture *) Returns a pointer to the created texture or NULL if no rendering context was active, the format was unsupported, or the width or height were out of range; call SDL_GetError() for more information.

Remarks

The contents of a texture when first created are not defined.

Thread Safety

This function should only be called on the main thread.

Version

This function is available since SDL 3.1.3.

Code Examples

#include <SDL3/SDL.h>

#include <stdlib.h>

/* Moving Rectangle */
int main(int argc, char *argv[])
{
        SDL_Window *window;
        SDL_Renderer *renderer;
        SDL_Texture *texture;
        SDL_Event event;
        SDL_FRect r;

        if (!SDL_Init(SDL_INIT_VIDEO)) {
                SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
                return 3;
        }

        window = SDL_CreateWindow("SDL_CreateTexture",
                        1024, 768,
                        SDL_WINDOW_RESIZABLE);

        r.w = 100;
        r.h = 50;

        renderer = SDL_CreateRenderer(window, NULL);

        texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 1024, 768);

        while (1) {
                SDL_PollEvent(&event);
                if(event.type == SDL_EVENT_QUIT)
                        break;
                r.x=rand()%500;
                r.y=rand()%500;

                SDL_SetRenderTarget(renderer, texture);
                SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
                SDL_RenderClear(renderer);
                SDL_RenderRect(renderer,&r);
                SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0x00);
                SDL_RenderFillRect(renderer, &r);
                SDL_SetRenderTarget(renderer, NULL);
                SDL_RenderTexture(renderer, texture, NULL, NULL);
                SDL_RenderPresent(renderer);
        }
        SDL_DestroyRenderer(renderer);
        SDL_Quit();
        return 0;
}

See Also


CategoryAPI, CategoryAPIFunction, CategoryRender


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