SDL Wiki
(This function is part of SDL_image, a separate library from SDL.)


Load an image from an SDL data source into a GPU texture.


SDL_Texture * IMG_LoadTextureTyped_RW(SDL_Renderer *renderer, SDL_RWops *src, SDL_bool freesrc, const char *type);

Function Parameters

renderer the SDL_Renderer to use to create the GPU texture.
src an SDL_RWops that data will be read from.
freesrc SDL_TRUE to close/free the SDL_RWops before returning, SDL_FALSE to leave it open.
type a filename extension that represent this data ("BMP", "GIF", "PNG", etc).

Return Value

Returns a new texture, or NULL on error.


An SDL_Texture represents an image in GPU memory, usable by SDL's 2D Render API. This can be significantly more efficient than using a CPU-bound SDL_Surface if you don't need to manipulate the image directly after loading it.

If the loaded image has transparency or a colorkey, a texture with an alpha channel will be created. Otherwise, SDL_image will attempt to create an SDL_Texture in the most format that most reasonably represents the image data (but in many cases, this will just end up being 32-bit RGB or 32-bit RGBA).

If freesrc is SDL_TRUE, the RWops will be closed before returning, whether this function succeeds or not. SDL_image reads everything it needs from the RWops during this call in any case.

Even though this function accepts a file type, SDL_image may still try other decoders that are capable of detecting file type from the contents of the image data, but may rely on the caller-provided type string for formats that it cannot autodetect. If type is NULL, SDL_image will rely solely on its ability to guess the format.

There is a separate function to read files from disk without having to deal with SDL_RWops: IMG_LoadTexture("filename.jpg") will call this function and manage those details for you, determining the file type from the filename's extension.

There is also IMG_LoadTexture_RW(), which is equivalent to this function except that it will rely on SDL_image to determine what type of data it is loading, much like passing a NULL for type.

If you would rather decode an image to an SDL_Surface (a buffer of pixels in CPU memory), call IMG_LoadTyped_RW() instead.

When done with the returned texture, the app should dispose of it with a call to SDL_DestroyTexture().


This function is available since SDL_image 3.0.0.


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