SDL Wiki
(This is the documentation for SDL3, which is under heavy development and the API is changing! SDL2 is the current stable version!)


Lock a portion of the texture for write-only pixel access.


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
rect an 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; call SDL_GetError() for more information.


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() to unlock the pixels and apply any changes.


This function is available since SDL 3.0.0.

CategoryAPI, CategoryRender

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