I'm making a small "retro-style" 2D platformer game with SDL in C++. I figured that the best way to keep the game at a low resolution, while allowing people with different size monitors to stretch the game window to fit their setup, would be to render everything to a low-res texture and then render that texture to the whole window (with the window size/resolution set by the user).
When I run this setup, the game works exactly as it should and renders fine (in both fullscreen and windowed modes). However, when I use SDL_DestroyTexture() to free my low-res render target texture, the console spits out "ERROR: Invalid texture". I have confirmed that this is where the error occurs using a debugger. Below is the relevant code which creates, uses, and destroys the texture. Why is the texture suddenly invalid when I can use it normally otherwise?
// SDL is initialized
// "proxy" is the texture used for render-to-texture
// it is set to the "logical" low resolution (lxres, lyres) (usually 320x240)
// renderer is an SDL_Renderer* that initializes with no problems
SDL_Texture* proxy = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888,
SDL_TEXTUREACCESS_TARGET, lxres, lyres);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
// game runs fine
while (!quit) {
SDL_SetRenderTarget(renderer, proxy);
render();
SDL_SetRenderTarget(renderer, nullptr);
// stretch the low resolution texture onto the at-least-as-high resolution
// renderer (usually 640x480)
SDL_RenderCopy(renderer, proxy, nullptr, nullptr);
SDL_RenderPresent(renderer);
SDL_RenderClear(renderer);
updateLogic();
}
// Time to quit
SDL_SetRenderTarget(renderer, nullptr);
if (proxy != nullptr)
SDL_DestroyTexture(proxy); // "ERROR: Invalid texture"
// Clean up other resources
// close SDL
This type of error has hapened to me when i destroyed the renderer before destroying the texture it is atached to.