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Revision 10 as of 2009-11-16 01:06:40
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Editor: Sam Lantinga
Comment: Explain why SDL_DirtyTexture() is related.
Revision 11 as of 2009-11-16 01:08:19
Size: 1515
Editor: SheenaSmith
Comment: minor change
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You can pass 0 for '''markDirty''' and then use [[SDL_DirtyTexture]]() to mark specific subareas as dirty instead of marking the entire area dirty. You can pass 0 for '''markDirty''' and then use [[SDL_DirtyTexture]]() to mark specific subareas as dirty if you don't want to mark the entire area dirty.

SDL_LockTexture

Use this function to lock a portion of the texture for pixel access.

Syntax

int SDL_LockTexture(SDL_TextureID    textureID,
                    const SDL_Rect*  rect,
                    int              markDirty,
                    void**           pixels,
                    int*             pitch)

Function Parameters

textureID

The texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING.

rect

A pointer to the rectangle to lock for access. If the rect is NULL, the entire texture will be locked.

markDirty

If this is nonzero, the locked area will be marked dirty when the texture is unlocked.

pixels

This is filled in with a pointer to the locked pixels, appropriately offset by the locked area.

pitch

This is filled in with the pitch of the locked pixels.

Return Value

0 on success, or a negative error code if the texture is not valid or was created with SDL_TEXTUREACCESS_STATIC; call SDL_GetError() for more information.

Code Examples

You can add your code example here

Remarks

You can pass 0 for markDirty and then use SDL_DirtyTexture() to mark specific subareas as dirty if you don't want to mark the entire area dirty.

None: SDL_LockTexture (last edited 2014-12-21 21:01:03 by PhilippWiesemann)

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