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← Revision 32 as of 2014-12-21 21:01:03 ⇥
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Comment: Changed description, see SGFunctions.
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| #pragma disable-camelcase | #pragma camelcase off ||<tablewidth="100%"style="color:#FF0000; ;text-align:center">DRAFT || |
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| Use this function to lock a portion of the texture for pixel access. | Use this function to lock a portion of the texture for '''write-only''' pixel access. |
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| int SDL_LockTexture(SDL_TextureID textureID, const SDL_Rect* rect, int markDirty, void** pixels, int* pitch) |
int SDL_LockTexture(SDL_Texture* texture, const SDL_Rect* rect, void** pixels, int* pitch) |
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| == Function Parameters == ||'''texture''' ||the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING || ||'''rect''' ||an [[SDL_Rect]] structure representing the area to lock for access; NULL to lock the entire texture || ||'''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; the pitch is the length of one row in bytes || |
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| == 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.|| |
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| 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. | Returns 0 on success or a negative error code if the texture is not valid or was not created with SDL_TEXTUREACCESS_STREAMING; call [[SDL_GetError]]() for more information. |
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| == Remarks == 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. |
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| == 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. |
You must use [[SDL_UnlockTexture]]() to unlock the pixels and apply any changes. |
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| .[[SDL_DirtyTexture]] .[[SDL_UnlockTexture]] |
. [[SDL_UnlockTexture]] ---- [[CategoryAPI]], [[CategoryRender]] |
DRAFT |
SDL_LockTexture
Use this function to lock a portion of the texture for write-only pixel access.
Contents
Syntax
int SDL_LockTexture(SDL_Texture* texture,
const SDL_Rect* rect,
void** pixels,
int* pitch)
Function Parameters
texture |
the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING |
rect |
an SDL_Rect structure representing the area to lock for access; NULL to lock the entire texture |
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; the pitch is the length of one row in bytes |
Return Value
Returns 0 on success or a negative error code if the texture is not valid or was not created with SDL_TEXTUREACCESS_STREAMING; call SDL_GetError() for more information.
Code Examples
You can add your code example here
Remarks
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() to unlock the pixels and apply any changes.
