###### (This is the documentation for SDL3, which is the current stable version. [SDL2](https://wiki.libsdl.org/SDL2/) was the previous version!) # SDL_CreateTexture Create a texture for a rendering context. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_render.h) ## Syntax ```c SDL_Texture * SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h); ``` ## Function Parameters | | | | | -------------------------------------- | ------------ | ----------------------------------------------------------------------- | | [SDL_Renderer](SDL_Renderer) * | **renderer** | the rendering context. | | [SDL_PixelFormat](SDL_PixelFormat) | **format** | one of the enumerated values in [SDL_PixelFormat](SDL_PixelFormat). | | [SDL_TextureAccess](SDL_TextureAccess) | **access** | one of the enumerated values in [SDL_TextureAccess](SDL_TextureAccess). | | int | **w** | the width of the texture in pixels. | | int | **h** | the height of the texture in pixels. | ## Return Value ([SDL_Texture](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](SDL_GetError)() for more information. ## Remarks The contents of a texture when first created are not defined. ## Thread Safety You may only call this function from the main thread. ## Version This function is available since SDL 3.1.3. ## Code Examples ```c #include #include /* 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 - [SDL_CreateTextureFromSurface](SDL_CreateTextureFromSurface) - [SDL_CreateTextureWithProperties](SDL_CreateTextureWithProperties) - [SDL_DestroyTexture](SDL_DestroyTexture) - [SDL_GetTextureSize](SDL_GetTextureSize) - [SDL_UpdateTexture](SDL_UpdateTexture) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryRender](CategoryRender)