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Revision 25 as of 2014-02-15 23:05:38

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SDL_CreateTextureFromSurface

Use this function to create a texture from an existing surface.

Syntax

SDL_Texture* SDL_CreateTextureFromSurface(SDL_Renderer* renderer,
                                          SDL_Surface*  surface)

Function Parameters

renderer

the rendering context

surface

the SDL_Surface structure containing pixel data used to fill the texture

Return Value

Returns the created texture or 0 on failure; call SDL_GetError() for more information.

Code Examples

Uint32 rmask, gmask, bmask, amask;

/* SDL interprets each pixel as a 32-bit number, so our masks must depend
   on the endianness (byte order) of the machine */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
        rmask = 0xff000000;
        gmask = 0x00ff0000;
        bmask = 0x0000ff00;
        amask = 0x000000ff;
#else
        rmask = 0x000000ff;
        gmask = 0x0000ff00;
        bmask = 0x00ff0000;
        amask = 0xff000000;
#endif

SDL_Surface *surface = SDL_CreateRGBSurface(0, 640, 480, 32, rmask, gmask, bmask, amask);

if(surface == NULL) {
    fprintf(stderr, "CreateRGBSurface failed: %s\n", SDL_GetError());
    exit(1);
}


SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);

if(texture == NULL) {
    fprintf(stderr, "CreateTextureFromSurface failed: %s\n", SDL_GetError());
    exit(1);
}

SDL_FreeSurface(surface);
surface = NULL;

Remarks

The surface is not modified or freed by this function. The SDL_TextureAccess hint for the created texture is SDL_TEXTUREACCESS_STATIC.


CategoryAPI, CategoryRender

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