= SDL_LockTextureToSurface = Lock a portion of the texture for '''write-only''' pixel access, and expose it as a SDL surface. == Syntax == int SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface); == Function Parameters == {| |'''texture''' |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 |- |'''surface''' |this is filled in with an SDL surface representing the locked area |} == Return Value == Returns 0 on success, or -1 if the texture is not valid or was not created with [[SDL_TEXTUREACCESS_STREAMING]] == Remarks == Besides providing an [[SDL_Surface]] instead of raw pixel data, this function operates like [[SDL_LockTexture]]. 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. The returned surface is freed internally after calling [[SDL_UnlockTexture]]() or [[SDL_DestroyTexture]](). The caller should not free it. == Version == This function is available since SDL 2.0.12. == Related Functions == :[[SDL_LockTexture]] :[[SDL_UnlockTexture]] ---- [[CategoryAPI]]