Creates a texture given explicit parameters that are required by SDL CreateTexture Allows for more control over how the texture works
Constructs a new texture from a surface
Creates a texture from an already existing SDL_Texture
Ensures that SDL can properly dispose of the texture
Locks a texture from editing
Unlocks a texture to edit
Updates a texture with new pixel data
Gets the texture's access value Acces value determines how the texture can be accessed or modified Potential values are:
Sets the texture's alpha value, or transparency, if possible Alpha varies from 0 to 255
Gets the texture's alpha value, or transparency, if possible Alpha varies from 0 to 255
Sets the texture's blend mode Modes include:
Gets the texture's blend mode Modes include:
Sets the color modifier for the surface Color modification works by multiplying the colorMultiplier / 255 into the surface pixels
Gets the color modifier for the surface Color modification works by multiplying the colorMultiplier / 255 into the surface pixels
Gets the texture's dimensions as a point with the width being the x coordinate and the height being the y coordinate
Gets the texture's pixel format The pixel format is the format in which information about the pixels is stored (e.g. RGBA)
Returns the raw SDL data of this object
Textures are a rectangular collection of pixels Textures are fast and can be drawn using a renderer Textures can be created from a more easily edited surface Textures are handled in hardware as opposed to surfaces which are handled in software When used repeatedly and stored, textures should be preferred, but surfaces should be used when flexibility is desired