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| If you don't want to mark 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 you can pass 0 for '''markDirty''' and then use [[SDL_DirtyTexture]]() to mark specific subareas dirty. |
SDL_LockTexture
Use this function to lock a portion of the texture for pixel access.
Contents
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
If you don't want to mark the entire area dirty you can pass 0 for markDirty and then use SDL_DirtyTexture() to mark specific subareas dirty.
