###### (This is the documentation for SDL3, which is the current stable version. [SDL2](https://wiki.libsdl.org/SDL2/) was the previous version!) # SDL_RenderPresent Update the screen with any rendering performed since the previous call. ## Header File Defined in [](https://github.com/libsdl-org/SDL/blob/main/include/SDL3/SDL_render.h) ## Syntax ```c bool SDL_RenderPresent(SDL_Renderer *renderer); ``` ## Function Parameters | | | | | ------------------------------ | ------------ | ---------------------- | | [SDL_Renderer](SDL_Renderer) * | **renderer** | the rendering context. | ## Return Value (bool) Returns true on success or false on failure; call [SDL_GetError](SDL_GetError)() for more information. ## Remarks SDL's rendering functions operate on a backbuffer; that is, calling a rendering function such as [SDL_RenderLine](SDL_RenderLine)() does not directly put a line on the screen, but rather updates the backbuffer. As such, you compose your entire scene and *present* the composed backbuffer to the screen as a complete picture. Therefore, when using SDL's rendering API, one does all drawing intended for the frame, and then calls this function once per frame to present the final drawing to the user. The backbuffer should be considered invalidated after each present; do not assume that previous contents will exist between frames. You are strongly encouraged to call [SDL_RenderClear](SDL_RenderClear)() to initialize the backbuffer before starting each new frame's drawing, even if you plan to overwrite every pixel. Please note, that in case of rendering to a texture - there is **no need** to call [`SDL_RenderPresent`](SDL_RenderPresent) after drawing needed objects to a texture, and should not be done; you are only required to change back the rendering target to default via `SDL_SetRenderTarget(renderer, NULL)` afterwards, as textures by themselves do not have a concept of backbuffers. Calling [SDL_RenderPresent](SDL_RenderPresent) while rendering to a texture will still update the screen with any current drawing that has been done _to the window itself_. ## Thread Safety You may only call this function from the main thread. ## Version This function is available since SDL 3.1.3. ## See Also - [SDL_CreateRenderer](SDL_CreateRenderer) - [SDL_RenderClear](SDL_RenderClear) - [SDL_RenderFillRect](SDL_RenderFillRect) - [SDL_RenderFillRects](SDL_RenderFillRects) - [SDL_RenderLine](SDL_RenderLine) - [SDL_RenderLines](SDL_RenderLines) - [SDL_RenderPoint](SDL_RenderPoint) - [SDL_RenderPoints](SDL_RenderPoints) - [SDL_RenderRect](SDL_RenderRect) - [SDL_RenderRects](SDL_RenderRects) - [SDL_SetRenderDrawBlendMode](SDL_SetRenderDrawBlendMode) - [SDL_SetRenderDrawColor](SDL_SetRenderDrawColor) ---- [CategoryAPI](CategoryAPI), [CategoryAPIFunction](CategoryAPIFunction), [CategoryRender](CategoryRender)