title: What is the point of an SDL2 Texture?
body: <p>I'm kind of stuck on the logic behind an SDL2 texture. To me, they are pointless since you cannot draw to them.</p>
  
  <p>In my program, I have several surfaces (or what <em>were</em> surfaces before I switched to SDL2) that I just blitted together to form layers. Now, it seems, I have to create several renderers and textures to create the same effect since <code>SDL_RenderCopy</code> takes a texture pointer.</p>
  
  <p>Not only that, but <em>all</em> renderers have to come from a window, which I understand, but still fouls me up a bit more.</p>
  
  <p>This all seems extremely bulky and slow. Am I missing something? Is there a way to draw directly to a texture? What are the point of textures, and am I safe to have multiple (if not hundreds) of renderers in place of what were surfaces?</p>