Provided by: libsdl3-image-doc_3.2.4+ds-1_all bug

NAME

       IMG_LoadTexture - Load an image from a filesystem path into a GPU texture.

HEADER FILE

       Defined in SDL3_image/SDL_image.h

SYNOPSIS

       #include "SDL3_image/SDL_image.h"

       SDL_Texture * IMG_LoadTexture(SDL_Renderer *renderer, const char *file);

DESCRIPTION

       An  SDL_Texture  represents  an  image  in  GPU  memory,  usable  by  SDL's  2D  Render  API. This can be
       significantly more efficient than using a CPU-bound SDL_Surface if you don't need to manipulate the image
       directly after loading it.

       If the loaded image has transparency or a colorkey, a texture with an  alpha  channel  will  be  created.
       Otherwise,  SDL_image  will  attempt  to  create  an  SDL_Texture in the most format that most reasonably
       represents the image data (but in many cases, this will just end up being 32-bit RGB or 32-bit RGBA).

       There is a separate function to read files from an SDL_IOStream,  if  you  need  an  i/o  abstraction  to
       provide data from anywhere instead of a simple filesystem read; that function is

       IMG_LoadTexture_IO ().

       If  you  would rather decode an image to an SDL_Surface (a buffer of pixels in CPU memory), call IMG_Load
       () instead.

       When done with the returned texture, the app should dispose of it with a call to SDL_DestroyTexture().

FUNCTION PARAMETERS

       renderer
              the SDL_Renderer to use to create the GPU texture.

       file   a path on the filesystem to load an image from.

RETURN VALUE

       Returns a new texture, or NULL on error.

AVAILABILITY

       This function is available since SDL_image 3.0.0.

SEE ALSO

       (3), IMG_LoadTextureTyped_IO(3), (3), IMG_LoadTexture_IO(3)

SDL_image                                        SDL_image 3.2.4                              IMG_LoadTexture(3)