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Returns 0 on success, or a negative error code if the texture is not valid or was not 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_STATIC; call [[SDL_GetError]]() for more information.

SDL_LockTexture

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

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

Return Value

Returns 0 on success or a negative error code if the texture is not valid or was not 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.


CategoryAPI, CategoryRender

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

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