###### (This is the documentation for SDL3, which is under heavy development and the API is changing! [SDL2](https://wiki.libsdl.org/SDL2/) is the current stable version!) # SDL_LockTextureToSurface Lock a portion of the texture for **write-only** pixel access, and expose it as a SDL surface. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_render.h) ## Syntax ```c int SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface); ``` ## Function Parameters | | | | --------------- | ----------------------------------------------------------------------------------------------------------------------- | | **texture** | the texture to lock for access, which must be created with [`SDL_TEXTUREACCESS_STREAMING`](SDL_TEXTUREACCESS_STREAMING) | | **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 | ## Return Value Returns 0 on success or a negative error code on failure; call [SDL_GetError](SDL_GetError)() for more information. ## Remarks Besides providing an [SDL_Surface](SDL_Surface) instead of raw pixel data, this function operates like [SDL_LockTexture](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](SDL_UnlockTexture)() to unlock the pixels and apply any changes. The returned surface is freed internally after calling [SDL_UnlockTexture](SDL_UnlockTexture)() or [SDL_DestroyTexture](SDL_DestroyTexture)(). The caller should not free it. ## Version This function is available since SDL 3.0.0. ## See Also * [SDL_LockTexture](SDL_LockTexture) * [SDL_UnlockTexture](SDL_UnlockTexture) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction)