Lock a portion of the texture for write-only pixel access, and expose it as a SDL surface.
int SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface);
|texture||the texture to lock for access, which must be created with
|rect||a pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked|
|surface||this is filled in with an SDL surface representing the locked area|
Returns 0 on success or a negative error code on failure; call SDL_GetError() for more information.
Besides providing an SDL_Surface instead of raw pixel data, this function operates like SDL_LockTexture.
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.
The returned surface is freed internally after calling SDL_UnlockTexture() or SDL_DestroyTexture(). The caller should not free it.
This function is available since SDL 3.0.0.