Create a texture for a rendering context.
Defined in <SDL3/SDL_render.h>
SDL_Texture * SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h);| 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. | 
(SDL_Texture *) Returns the created texture or NULL on failure; call SDL_GetError() for more information.
The contents of a texture when first created are not defined.
This function should only be called on the main thread.
This function is available since SDL 3.2.0.
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.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 = SDL_rand(500);
                r.y = SDL_rand(500);
                SDL_SetRenderTarget(renderer, texture);
                SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
                SDL_RenderClear(renderer);
                SDL_RenderRect(renderer,&r);
                SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
                SDL_RenderFillRect(renderer, &r);
                SDL_SetRenderTarget(renderer, NULL);
                SDL_RenderTexture(renderer, texture, NULL, NULL);
                SDL_RenderPresent(renderer);
        }
        SDL_DestroyRenderer(renderer);
        SDL_Quit();
        return 0;
}