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int SDL_LockTexture (SDL_TextureID textureID,
  const SDL_Rect* rect,
                     int
markDirty,
                     void** pixels,
                     int* pitch)
int SDL_LockTexture(SDL_TextureID  textureID,
                    const SDL_Rect * rect,
                    int
markDirty,
                    void ** pixels,
                    int * pitch)
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[[SDL_DirtyTexture()]]

[[SDL_UnlockTexture()]]
 .[[SDL_DirtyTexture]]
 .[[SDL_UnlockTexture]]

SDL_LockTexture

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

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 -1 if the texture is not valid or was created with SDL_TEXTUREACCESS_STATIC

Code Examples

You can add your code example here

Remarks

You can add useful comments here

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

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