SDL_Texture(3type)

πŸ’– SDL_Texture β€” bestie edition πŸ’–

okay so we're in the SDL3 DATATYPES section of the manual, and today's main character is SDL_Texture(3type) β€” an efficient, driver-specific representation of pixel data. yes, that's the whole vibe. it's giving "the GPU's love language". ✨


🌸 NAME 🌸

SDL_Texture β€” an efficient driver-specific representation of pixel data πŸ’…


πŸŽ€ SYNOPSIS πŸŽ€

#include <SDL3/SDL_render.h>

struct SDL_Texture
{
    SDL_PixelFormat format;     /**< The format of the texture, read-only */
    int w;                      /**< The width of the texture, read-only. */
    int h;                      /**< The height of the texture, read-only. */

    int refcount;               /**< Application reference count, used when freeing texture */
};

okay so let's break down the squad, one field at a time 🫢

  • SDL_PixelFormat format β€” the format of the texture. read-only, so don't even think about touching it, bestie. it said what it said. πŸ™ˆ
  • int w β€” the width of the texture. also read-only. hands off. 😀
  • int h β€” the height of the texture. read-only too. the trio is locked. πŸ”’
  • int refcount β€” the application reference count, used when freeing the texture. this is the little counter keeping track of who's still holding on, so nothing gets yeeted while people are still using it. iconic behavior honestly. πŸ‘‘

✨ AVAILABILITY ✨

this struct has been around since SDL 3.2.0 β€” so if you're on anything older, sorry bestie, it's not you, it's your version. 😭


πŸ¦‹ SEE ALSO πŸ¦‹

like, make it, make it from a surface, make it with properties, and then destroy it (respectfully). the full life cycle, periodt. πŸ”₯


and that's the whole page, no cap. this one comes to you from Simple Directmedia Layer, version SDL 3.4.18, and the date on this lil' diva of a page is literally SDL_Texture(3type). slay, stay hydrated, and go render something gorgeous πŸ’œπŸŒΈβœ¨

πŸ“¦ where this page comes from