Texture dimensions are limited

Why SDL_CreateTexture (FromSurface) is limited to … ? (e.g 2048x2048)
I agree, hardware (RAM) limit.

But I want to create a big texture, and in next step (SDL_RenderCopy) don’t want to copy entire huge texture to main render but only 100x100 , using SDL_Rect* srcrect/dstrect ->w/h.

Why SDL force this texture limitation?
Where I’m wrong?


Even though your destination rectangle is much smaller, the source texture still exists in hardware, so the texture size limit still applies. Your big texture still has to be in video RAM.