Create a texture for a rendering context.
Defined in <SDL3/SDL_render.h>
SDL_Texture* SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormatEnum format, int access, int w, int h);
renderer | the rendering context |
format | one of the enumerated values in SDL_PixelFormatEnum |
access | one of the enumerated values in SDL_TextureAccess |
w | the width of the texture in pixels |
h | the height of the texture in pixels |
Returns a pointer to the created texture or NULL if no rendering context was active, the format was unsupported, or the width or height were out of range; call SDL_GetError() for more information.
This function is available since SDL 3.0.0.
#include <SDL3/SDL.h>
#include <stdlib.h>
/* Moving Rectangle */
int main(int argc, char *argv[])
{
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *texture;
SDL_Event event;
SDL_FRect r;
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
return 3;
}
window = SDL_CreateWindow("SDL_CreateTexture",
1024, 768,
SDL_WINDOW_RESIZABLE);
r.w = 100;
r.h = 50;
renderer = SDL_CreateRenderer(window, NULL);
texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 1024, 768);
while (1) {
SDL_PollEvent(&event);
if(event.type == SDL_EVENT_QUIT)
break;
r.x=rand()%500;
r.y=rand()%500;
SDL_SetRenderTarget(renderer, texture);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
SDL_RenderRect(renderer,&r);
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0x00);
SDL_RenderFillRect(renderer, &r);
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderTexture(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_Quit();
return 0;
}