|
Size: 1568
Comment: minor change
|
Size: 1553
Comment: update content - pointers, structs
|
| Deletions are marked like this. | Additions are marked like this. |
| Line 19: | Line 19: |
| ||'''texture'''||the texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING|| ||'''rect'''||a pointer to a rectangle of type [[SDL_Rect]] representing the area to lock for access; NULL to lock the entire texture|| |
||'''texture'''||the SDL_Texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING|| ||'''rect'''||the [[SDL_Rect]] structure representing the area to lock for access; NULL to lock the entire texture|| |
SDL_LockTexture
Use this function to lock a portion of the texture for pixel access.
Contents
Syntax
int SDL_LockTexture(SDL_Texture* texture,
const SDL_Rect* rect,
int markDirty,
void** pixels,
int* pitch)
Function Parameters
texture |
the SDL_Texture to lock for access, which was created with SDL_TEXTUREACCESS_STREAMING |
rect |
the SDL_Rect structure representing the area to lock for access; NULL to lock the entire texture |
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
Returns 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.
