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if(m_pTexture == NULL)
{
m_pRender = SDL_CreateRenderer(m_pSDLWindow, -1, 0);
Uint32 pixformat = SDL_PIXELFORMAT_IYUV;
m_pTexture = SDL_CreateTexture(m_pRender, pixformat,
SDL_TEXTUREACCESS_STREAMING, m_nWidth, m_nHeight);
}
SDL_UpdateTexture( m_pTexture, NULL, m_pBuffer, m_nWidth);
SDL_RenderClear( m_pRender );
SDL_Rect sdlRect;
sdlRect.x = 0;
sdlRect.y = 0;
sdlRect.w = m_nWidth;
sdlRect.h = m_nHeight;
SDL_RenderCopy( m_pRender, m_pTexture, NULL, &sdlRect);
SDL_RenderPresent( m_pRender );
SDL_CreateWindow()
SDL_CreateWindowFrom()
SDL_DestroyWindow()
SDL_GetWindowData()
SDL_GetWindowFlags()
SDL_GetWindowGrab()
SDL_GetWindowPosition()
SDL_GetWindowSize()
SDL_GetWindowTitle()
SDL_HideWindow()
SDL_MaximizeWindow()
SDL_MinimizeWindow()
SDL_RaiseWindow()
SDL_RestoreWindow()
SDL_SetWindowData()
SDL_SetWindowFullscreen()
SDL_SetWindowGrab()
SDL_SetWindowIcon()
SDL_SetWindowPosition()
SDL_SetWindowSize()
SDL_SetWindowBordered()
SDL_SetWindowTitle()
SDL_ShowWindow()