SDL2 [optimisation]: is SDL_Surface->texture->copy faster than drawing on renderer?
<p>I'm wondering witch way is more efficient:</p>

<ul>
<li>modify RGB pixels data from a surface sized as the window, crate a texture from this surface then copy it on the render.</li>
</ul>

<p>Or (what I use)</p>

<ul>
<li>SDL_SetRenderDrawColor + SDL_SetRenderDrawPoint directly in the double buffered Renderer, driven by a buffer array</li>
</ul>

<p>I would prefer the first solution, but I would like to be sure before testing.
Thanks if you know SDL :)</p>