#pragma section-numbers off #pragma camelcase off ||DRAFT || = SDL_LockTexture = Use this function to lock a portion of the texture for '''write-only''' pixel access. <> == Syntax == {{{#!highlight cpp 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; the pitch is the length of one row in bytes || == Return Value == Returns 0 on success or a negative error code if the texture is not valid or was not created with SDL_TEXTUREACCESS_STREAMING; call [[SDL_GetError]]() for more information. == Code Examples == {{{#!highlight cpp You can add your code example here }}} == Remarks == As an optimization, the pixels made available for editing don't necessarily contain the old texture data. This is a write-only operation, and if you need to keep a copy of the texture data you should do that at the application level. You must use [[SDL_UnlockTexture]]() to unlock the pixels and apply any changes. == Related Functions == . [[SDL_UnlockTexture]] ---- [[CategoryAPI]], [[CategoryRender]]