// working function
SDL_Texture* changeTextureAccess(SDL_Texture *texture, SDL_TextureAccess newAccess)
{
// pertinent code only
texture = createTexture(renderer, pixelFormat, newAccess, width, height);
return texture;
}
The above function is working for me when I call it with:
SDL_Texture* sameTexture = changeTextureAccess(sameTexture, SDL_TEXTUREACCESS_STREAMING)
but I thought a better solution would be simply:
void changeTextureAccess(SDL_Texture **texture, SDL_TextureAccess newAccess)
Isn't the only way to update a function parameter is by making it a pointer?
So I thought something like
*texture = createTexture(renderer, pixelFormat, newAccess, width, height);
would work but that just leads to a whole bunch of other lines of code returning compiler errors. Am I at least on the right track here? I've been throwing lots of * and & all around and not getting anywhere?