| This example creates an SDL window and renderer, and draws a |
| rotating texture to it, reads back the rendered pixels, converts them to |
| black and white, and then draws the converted image to a corner of the |
| screen. |
| |
| This isn't necessarily an efficient thing to do--in real life one might |
| want to do this sort of thing with a render target--but it's just a visual |
| example of how to use SDL_RenderReadPixels(). |
| |
| A better, but less visual, use of SDL_RenderReadPixels() is to make |
| screenshots: you grab the current contents of the screen, and save the pixels |
| as a bitmap file or whatever. |