# SDL\_Texture life cycle

**URL:** <https://discourse.libsdl.org/t/sdl-texture-life-cycle/27909>\
**Category:** Game Development\
**Created:** [July 17, 2020, 8:45pm UTC](https://discourse.libsdl.org/t/sdl-texture-life-cycle/27909 "2020-07-17T20:45:48Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![sdlnoob](https://discourse.libsdl.org/letter_avatar_proxy/v4/letter/s/ea5d25/32.png) [@sdlnoob](https://discourse.libsdl.org/u/sdlnoob)\
**Post date:** [July 17, 2020, 8:45pm UTC](https://discourse.libsdl.org/t/sdl-texture-life-cycle/27909/1 "2020-07-17T20:45:48Z")

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Can anyone advise me as to how and when an SDL\_Texture may be implicitly invalidated by the OS? For example, if I minimize my application or switch to another application, are my textures guaranteed to be intact when focus is returned?

I am aware that specific SDL activities (e.g. resolution change) may invalidate certain resources, but are there any implicit circumstances I need to be aware of?

Any advice would be gratefully received.

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**Author:** ![Ness](https://discourse.libsdl.org/user_avatar/discourse.libsdl.org/ness/32/4186_2.png) [@Ness](https://discourse.libsdl.org/u/Ness)\
**Post date:** [July 18, 2020, 9:57am UTC](https://discourse.libsdl.org/t/sdl-texture-life-cycle/27909/2 "2020-07-18T09:57:22Z")

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I think the best answer you can get is by creating a test project and experimenting yourself with whatever you’re worried about.

I can tell you from personal experience that I have yet to come across a condition where a texture is ruined without explicit dispose call. I just tested minimize to be sure, and can confirm that at least on Windows it doesn’t do any harm.
