Added an example on how to use ImageLoadSvgWithSize and adjusted Makefiles accordingly.
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@ -438,7 +438,8 @@ TEXTURES = \
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textures/textures_draw_tiled \
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textures/textures_polygon \
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textures/textures_gif_player \
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textures/textures_fog_of_war
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textures/textures_fog_of_war \
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textures/textures_svg_loading
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TEXT = \
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text/text_raylib_fonts \
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@ -438,7 +438,8 @@ TEXTURES = \
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textures/textures_draw_tiled \
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textures/textures_polygon \
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textures/textures_gif_player \
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textures/textures_fog_of_war
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textures/textures_fog_of_war \
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textures/textures_svg_loading
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TEXT = \
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text/text_raylib_fonts \
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examples/textures/resources/test.svg
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examples/textures/resources/test.svg
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69
examples/textures/textures_svg_loading.c
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examples/textures/textures_svg_loading.c
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@ -0,0 +1,69 @@
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/*******************************************************************************************
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*
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* raylib [textures] example - Image loading and texture creation
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*
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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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* Example originally created with raylib 1.3, last time updated with raylib 1.3
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2022 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
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UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//---------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// TODO: Update your variables here
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
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DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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BIN
examples/textures/textures_svg_loading.png
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BIN
examples/textures/textures_svg_loading.png
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