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1This example creates an SDL window and renderer, and draws a
2rotating texture to it, reads back the rendered pixels, converts them to
3black and white, and then draws the converted image to a corner of the
4screen.
5
6This isn't necessarily an efficient thing to do--in real life one might
7want to do this sort of thing with a render target--but it's just a visual
8example of how to use SDL_RenderReadPixels().
9
10A better, but less visual, use of SDL_RenderReadPixels() is to make
11screenshots: you grab the current contents of the screen, and save the pixels
12as a bitmap file or whatever.