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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.
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 |
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.
