Between, how do we access the pixels, and pitches members of SDL_Texture
through SDL_QueryTexture, i did not find . kindly point out?
I think you are confusing SDL_Texture with SDL_Surface, they are
not the same. A texture is a resource managed by the underlying
graphics implementation, and will therefore often live in GPU
memory, so you have no direct pixel access via a memory pointer
to it. Instead, you have to update it’s contents with either
SDL_UpdateTexture() (for static textures) or alternatively
SDL_Lock/UnlockTexture() (for streaming textures).
As for the pitch, I think you can calculate that parameter off of the
pixel format, although SDL_LockTexture() returns it for your
convenience.