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| ||'''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.|| |
||'''textureID'''||the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING|| ||'''rect'''||a pointer to and [[SDL_Rect]] structure representing the area to lock for access; if the '''rect''' is NULL the entire texture will be locked|| ||'''markDirty'''||if this is non-zero 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|| |
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 and SDL_Rect structure representing the area to lock for access; if the rect is NULL the entire texture will be locked |
markDirty |
if this is non-zero 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.
