change texture2d to texture
This commit is contained in:
parent
97c02b2425
commit
1c829e7b81
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@ -38,8 +38,8 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - gamepad input");
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Texture2D texPs3Pad = LoadTexture("resources/ps3.png");
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Texture2D texXboxPad = LoadTexture("resources/xbox.png");
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Texture texPs3Pad = LoadTexture("resources/ps3.png");
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Texture texXboxPad = LoadTexture("resources/xbox.png");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -42,7 +42,7 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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Model model = LoadModel("resources/models/iqm/guy.iqm"); // Load the animated model mesh and basic data
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Texture2D texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
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Texture texture = LoadTexture("resources/models/iqm/guytex.png"); // Load model texture and set material
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SetMaterialTexture(&model.materials[0], MATERIAL_MAP_DIFFUSE, texture); // Set model material map texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -34,7 +34,7 @@ int main(void)
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camera.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our billboard texture
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Texture bill = LoadTexture("resources/billboard.png"); // Our billboard texture
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Vector3 billPositionStatic = { 0.0f, 2.0f, 0.0f }; // Position of static billboard
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Vector3 billPositionRotating = { 1.0f, 2.0f, 1.0f }; // Position of rotating billboard
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@ -34,13 +34,13 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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Texture cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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Mesh mesh = GenMeshCubicmap(image, (Vector3){ 1.0f, 1.0f, 1.0f });
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Model model = LoadModelFromMesh(mesh);
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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Texture texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 mapPosition = { -16.0f, 0.0f, -8.0f }; // Set model position
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@ -18,8 +18,8 @@
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//------------------------------------------------------------------------------------
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// Custom Functions Declaration
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//------------------------------------------------------------------------------------
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
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void DrawCubeTexture(Texture texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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void DrawCubeTextureRec(Texture texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -42,7 +42,7 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE;
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// Load texture to be applied to the cubes sides
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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Texture texture = LoadTexture("resources/cubicmap_atlas.png");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -95,7 +95,7 @@ int main(void)
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//------------------------------------------------------------------------------------
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// Draw cube textured
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// NOTE: Cube position is the center position
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
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void DrawCubeTexture(Texture texture, Vector3 position, float width, float height, float length, Color color)
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{
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float x = position.x;
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float y = position.y;
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@ -157,7 +157,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
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}
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// Draw cube with texture piece applied to all faces
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void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
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void DrawCubeTextureRec(Texture texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
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{
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float x = position.x;
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float y = position.y;
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@ -36,12 +36,12 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Image imMap = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
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Texture cubicmap = LoadTextureFromImage(imMap); // Convert image to texture to display (VRAM)
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Mesh mesh = GenMeshCubicmap(imMap, (Vector3){ 1.0f, 1.0f, 1.0f });
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Model model = LoadModelFromMesh(mesh);
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// NOTE: By default each cube is mapped to one part of texture atlas
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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Texture texture = LoadTexture("resources/cubicmap_atlas.png"); // Load map texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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// Get map image data to be used for collision detection
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@ -34,7 +34,7 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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Texture texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 }); // Generate heightmap mesh (RAM and VRAM)
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Model model = LoadModelFromMesh(mesh); // Load model from generated mesh
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@ -47,7 +47,7 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE; // Camera mode type
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Model model = LoadModel("resources/models/obj/castle.obj"); // Load model
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Texture2D texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture
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Texture texture = LoadTexture("resources/models/obj/castle_diffuse.png"); // Load model texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -31,7 +31,7 @@ int main(void)
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// We generate a checked image for texturing
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Image checked = GenImageChecked(2, 2, 1, 1, RED, GREEN);
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Texture2D texture = LoadTextureFromImage(checked);
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Texture texture = LoadTextureFromImage(checked);
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UnloadImage(checked);
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Model models[NUM_MODELS] = { 0 };
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@ -41,7 +41,7 @@ int main(void)
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Ray ray = { 0 }; // Picking ray
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Model tower = LoadModel("resources/models/obj/turret.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture
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Texture texture = LoadTexture("resources/models/obj/turret_diffuse.png"); // Load model texture
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tower.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 towerPos = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -23,7 +23,7 @@
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#endif
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// Generate cubemap (6 faces) from equirectangular (panorama) texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format);
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static TextureCubemap GenTextureCubemap(Shader shader, Texture panorama, int size, int format);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -74,7 +74,7 @@ int main(void)
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TextCopy(skyboxFileName, "resources/dresden_square_2k.hdr");
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// Load HDR panorama (sphere) texture
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Texture2D panorama = LoadTexture(skyboxFileName);
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Texture panorama = LoadTexture(skyboxFileName);
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// Generate cubemap (texture with 6 quads-cube-mapping) from panorama HDR texture
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// NOTE 1: New texture is generated rendering to texture, shader calculates the sphere->cube coordinates mapping
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@ -118,7 +118,7 @@ int main(void)
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if (useHDR)
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{
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// Load HDR panorama (sphere) texture
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Texture2D panorama = LoadTexture(droppedFiles.paths[0]);
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Texture panorama = LoadTexture(droppedFiles.paths[0]);
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// Generate cubemap from panorama texture
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skybox.materials[0].maps[MATERIAL_MAP_CUBEMAP].texture = GenTextureCubemap(shdrCubemap, panorama, 1024, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8);
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@ -182,7 +182,7 @@ int main(void)
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}
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// Generate cubemap texture from HDR texture
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static TextureCubemap GenTextureCubemap(Shader shader, Texture2D panorama, int size, int format)
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static TextureCubemap GenTextureCubemap(Shader shader, Texture panorama, int size, int format)
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{
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TextureCubemap cubemap = { 0 };
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@ -38,7 +38,7 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE; // Camera type
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Model model = LoadModel("resources/models/obj/plane.obj"); // Load model
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Texture2D texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture
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Texture texture = LoadTexture("resources/models/obj/plane_diffuse.png"); // Load model texture
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set map diffuse texture
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float pitch = 0.0f;
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@ -61,7 +61,7 @@ int main(void)
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};
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// Image converted to Texture (VRAM) to be drawn
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Texture2D texture = LoadTextureFromImage(image);
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Texture texture = LoadTextureFromImage(image);
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// With an Image loaded from file, after Texture is loaded, we can unload Image
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// but in our case, Image is embedded in executable, in program .data segment
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@ -49,7 +49,7 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Model model = LoadModel("resources/models/barracks.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
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Texture texture = LoadTexture("resources/models/barracks_diffuse.png"); // Load model texture (diffuse map)
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -277,7 +277,7 @@ int main(void)
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} break;
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case DEFERRED_POSITION:
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{
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DrawTextureRec((Texture2D){
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DrawTextureRec((Texture){
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.id = gBuffer.positionTexture,
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.width = screenWidth,
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.height = screenHeight,
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@ -287,7 +287,7 @@ int main(void)
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} break;
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case DEFERRED_NORMAL:
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{
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DrawTextureRec((Texture2D){
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DrawTextureRec((Texture){
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.id = gBuffer.normalTexture,
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.width = screenWidth,
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.height = screenHeight,
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@ -297,7 +297,7 @@ int main(void)
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} break;
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case DEFERRED_ALBEDO:
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{
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DrawTextureRec((Texture2D){
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DrawTextureRec((Texture){
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.id = gBuffer.albedoSpecTexture,
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.width = screenWidth,
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.height = screenHeight,
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@ -49,7 +49,7 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
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Texture texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
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// Load shader for model
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Model model = LoadModel("resources/models/church.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
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Texture texture = LoadTexture("resources/models/church_diffuse.png"); // Load model texture (diffuse map)
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture; // Set model diffuse texture
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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@ -38,7 +38,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - shapes and texture shaders");
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Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
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Texture fudesumi = LoadTexture("resources/fudesumi.png");
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// Load shader to be used on some parts drawing
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// NOTE 1: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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@ -36,7 +36,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture drawing");
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Image imBlank = GenImageColor(1024, 1024, BLANK);
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Texture2D texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
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Texture texture = LoadTextureFromImage(imBlank); // Load blank texture to fill on shader
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UnloadImage(imBlank);
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// NOTE: Using GLSL 330 shader version, on OpenGL ES 2.0 use GLSL 100 shader version
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@ -36,7 +36,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - Apply an outline to a texture");
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Texture2D texture = LoadTexture("resources/fudesumi.png");
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Texture texture = LoadTexture("resources/fudesumi.png");
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Shader shdrOutline = LoadShader(0, TextFormat("resources/shaders/glsl%i/outline.fs", GLSL_VERSION));
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@ -46,7 +46,7 @@ int main(void)
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Model model = LoadModelFromMesh(cube);
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// Load a texture and assign to cube model
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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Texture texture = LoadTexture("resources/cubicmap_atlas.png");
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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// Set the texture tiling using a shader
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - texture waves");
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// Load texture texture to apply shaders
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Texture2D texture = LoadTexture("resources/space.png");
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Texture texture = LoadTexture("resources/space.png");
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// Load shader and setup location points and values
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Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/wave.fs", GLSL_VERSION));
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// Create a checkerboard ground texture
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Image img = GenImageChecked(64, 64, 32, 32, DARKBROWN, DARKGRAY);
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Texture2D backgroundTexture = LoadTextureFromImage(img);
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Texture backgroundTexture = LoadTextureFromImage(img);
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UnloadImage(img);
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// Create a global light mask to hold all the blended lights
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// NOTE: Be careful, background width must be equal or bigger than screen width
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// if not, texture should be draw more than two times for scrolling effect
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Texture2D background = LoadTexture("resources/cyberpunk_street_background.png");
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Texture2D midground = LoadTexture("resources/cyberpunk_street_midground.png");
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Texture2D foreground = LoadTexture("resources/cyberpunk_street_foreground.png");
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Texture background = LoadTexture("resources/cyberpunk_street_background.png");
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Texture midground = LoadTexture("resources/cyberpunk_street_midground.png");
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Texture foreground = LoadTexture("resources/cyberpunk_street_foreground.png");
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float scrollingBack = 0.0f;
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float scrollingMid = 0.0f;
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@ -31,10 +31,10 @@ int main(void)
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Image bgImage = LoadImage("resources/cyberpunk_street_background.png"); // Loaded in CPU memory (RAM)
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Texture2D bgTexture = LoadTextureFromImage(bgImage); // Image converted to texture, GPU memory (VRAM)
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Texture bgTexture = LoadTextureFromImage(bgImage); // Image converted to texture, GPU memory (VRAM)
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Image fgImage = LoadImage("resources/cyberpunk_street_foreground.png"); // Loaded in CPU memory (RAM)
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Texture2D fgTexture = LoadTextureFromImage(fgImage); // Image converted to texture, GPU memory (VRAM)
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Texture fgTexture = LoadTextureFromImage(fgImage); // Image converted to texture, GPU memory (VRAM)
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// Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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UnloadImage(bgImage);
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@ -40,7 +40,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - bunnymark");
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// Load bunny texture
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Texture2D texBunny = LoadTexture("resources/wabbit_alpha.png");
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Texture texBunny = LoadTexture("resources/wabbit_alpha.png");
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Bunny *bunnies = (Bunny *)malloc(MAX_BUNNIES*sizeof(Bunny)); // Bunnies array
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@ -21,7 +21,7 @@
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#define COLOR_SIZE 16 // Size of the color select buttons
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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);
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void DrawTextureTiled(Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -172,7 +172,7 @@ int main(void)
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}
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// Draw part of a texture (defined by a rectangle) with rotation and scale tiled into dest.
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void DrawTextureTiled(Texture2D texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
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void DrawTextureTiled(Texture texture, Rectangle source, Rectangle dest, Vector2 origin, float rotation, float scale, Color tint)
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{
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||||
if ((texture.id <= 0) || (scale <= 0.0f)) return; // Wanna see a infinite loop?!...just delete this line!
|
||||
if ((source.width == 0) || (source.height == 0)) return;
|
||||
|
|
|
|||
|
|
@ -39,7 +39,7 @@ int main(void)
|
|||
// NOTE: We will update this texture when required with next frame data
|
||||
// WARNING: It's not recommended to use this technique for sprites animation,
|
||||
// use spritesheets instead, like illustrated in textures_sprite_anim example
|
||||
Texture2D texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
|
||||
Texture texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
|
||||
|
||||
unsigned int nextFrameDataOffset = 0; // Current byte offset to next frame in image.data
|
||||
|
||||
|
|
|
|||
|
|
@ -46,12 +46,12 @@ int main(void)
|
|||
|
||||
Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW);
|
||||
|
||||
Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage);
|
||||
Texture2D textureAlpha = LoadTextureFromImage(imageAlpha);
|
||||
Texture2D textureRed = LoadTextureFromImage(imageRed);
|
||||
Texture2D textureGreen = LoadTextureFromImage(imageGreen);
|
||||
Texture2D textureBlue = LoadTextureFromImage(imageBlue);
|
||||
Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage);
|
||||
Texture fudesumiTexture = LoadTextureFromImage(fudesumiImage);
|
||||
Texture textureAlpha = LoadTextureFromImage(imageAlpha);
|
||||
Texture textureRed = LoadTextureFromImage(imageRed);
|
||||
Texture textureGreen = LoadTextureFromImage(imageGreen);
|
||||
Texture textureBlue = LoadTextureFromImage(imageBlue);
|
||||
Texture backgroundTexture = LoadTextureFromImage(backgroundImage);
|
||||
|
||||
UnloadImage(fudesumiImage);
|
||||
UnloadImage(imageAlpha);
|
||||
|
|
|
|||
|
|
@ -55,7 +55,7 @@ int main(void)
|
|||
|
||||
UnloadFont(font); // Unload custom font (already drawn used on image)
|
||||
|
||||
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
Texture texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
SetTargetFPS(60);
|
||||
|
|
|
|||
|
|
@ -37,7 +37,7 @@ int main(void)
|
|||
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
|
||||
Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
|
||||
|
||||
Texture2D textures[NUM_TEXTURES] = { 0 };
|
||||
Texture textures[NUM_TEXTURES] = { 0 };
|
||||
|
||||
textures[0] = LoadTextureFromImage(verticalGradient);
|
||||
textures[1] = LoadTextureFromImage(horizontalGradient);
|
||||
|
|
|
|||
|
|
@ -78,10 +78,10 @@ int main(void)
|
|||
ImageCrop(&catSharpend, (Rectangle){ 0, 0, (float)200, (float)450 });
|
||||
|
||||
// Images converted to texture, GPU memory (VRAM)
|
||||
Texture2D texture = LoadTextureFromImage(image);
|
||||
Texture2D catSharpendTexture = LoadTextureFromImage(catSharpend);
|
||||
Texture2D catSobelTexture = LoadTextureFromImage(catSobel);
|
||||
Texture2D catGaussianTexture = LoadTextureFromImage(catGaussian);
|
||||
Texture texture = LoadTextureFromImage(image);
|
||||
Texture catSharpendTexture = LoadTextureFromImage(catSharpend);
|
||||
Texture catSobelTexture = LoadTextureFromImage(catSobel);
|
||||
Texture catGaussianTexture = LoadTextureFromImage(catGaussian);
|
||||
|
||||
// Once images have been converted to texture and uploaded to VRAM,
|
||||
// they can be unloaded from RAM
|
||||
|
|
|
|||
|
|
@ -30,7 +30,7 @@ int main(void)
|
|||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
Image image = LoadImage("resources/raylib_logo.png"); // Loaded in CPU memory (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
|
||||
Texture texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
|
||||
UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
|
|
|||
|
|
@ -59,7 +59,7 @@ int main(void)
|
|||
|
||||
Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
|
||||
ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
|
||||
Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM)
|
||||
Texture texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM)
|
||||
|
||||
Image imCopy = ImageCopy(imOrigin);
|
||||
|
||||
|
|
|
|||
|
|
@ -36,7 +36,7 @@ int main(void)
|
|||
ImageRotate(&image90, 90);
|
||||
ImageRotate(&imageNeg90, -90);
|
||||
|
||||
Texture2D textures[NUM_TEXTURES] = { 0 };
|
||||
Texture textures[NUM_TEXTURES] = { 0 };
|
||||
|
||||
textures[0] = LoadTextureFromImage(image45);
|
||||
textures[1] = LoadTextureFromImage(image90);
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ int main(void)
|
|||
// Draw over image using custom font
|
||||
ImageDrawTextEx(&parrots, font, "[Parrots font drawing]", (Vector2){ 20.0f, 20.0f }, (float)font.baseSize, 0.0f, RED);
|
||||
|
||||
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
Texture texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
|
||||
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
|
||||
|
|
|
|||
|
|
@ -26,7 +26,7 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
|
||||
Texture texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
// Main game loop
|
||||
|
|
|
|||
|
|
@ -30,7 +30,7 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [textures] example - N-patch drawing");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png");
|
||||
Texture nPatchTexture = LoadTexture("resources/ninepatch_button.png");
|
||||
|
||||
Vector2 mousePosition = { 0 };
|
||||
Vector2 origin = { 0.0f, 0.0f };
|
||||
|
|
|
|||
|
|
@ -53,7 +53,7 @@ int main(void)
|
|||
|
||||
float gravity = 3.0f;
|
||||
|
||||
Texture2D smoke = LoadTexture("resources/spark_flame.png");
|
||||
Texture smoke = LoadTexture("resources/spark_flame.png");
|
||||
|
||||
int blending = BLEND_ALPHA;
|
||||
|
||||
|
|
|
|||
|
|
@ -21,7 +21,7 @@
|
|||
#define MAX_POINTS 11 // 10 points and back to the start
|
||||
|
||||
// Draw textured polygon, defined by vertex and texture coordinates
|
||||
void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);
|
||||
void DrawTexturePoly(Texture texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
|
|
@ -111,7 +111,7 @@ int main(void)
|
|||
// Draw textured polygon, defined by vertex and texture coordinates
|
||||
// NOTE: Polygon center must have straight line path to all points
|
||||
// without crossing perimeter, points must be in anticlockwise order
|
||||
void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
|
||||
void DrawTexturePoly(Texture texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
|
||||
{
|
||||
rlSetTexture(texture.id);
|
||||
|
||||
|
|
|
|||
|
|
@ -33,7 +33,7 @@ int main(void)
|
|||
|
||||
// Load RAW image data (512x512, 32bit RGBA, no file header)
|
||||
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
|
||||
Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
|
||||
Texture fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
|
||||
UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
|
||||
|
||||
// Generate a checked texture by code
|
||||
|
|
@ -61,7 +61,7 @@ int main(void)
|
|||
.mipmaps = 1
|
||||
};
|
||||
|
||||
Texture2D checked = LoadTextureFromImage(checkedIm);
|
||||
Texture checked = LoadTextureFromImage(checkedIm);
|
||||
UnloadImage(checkedIm); // Unload CPU (RAM) image data (pixels)
|
||||
//---------------------------------------------------------------------------------------
|
||||
|
||||
|
|
|
|||
|
|
@ -29,7 +29,7 @@ int main(void)
|
|||
InitWindow(screenWidth, screenHeight, "raylib [texture] example - sprite anim");
|
||||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
|
||||
Texture scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
|
||||
|
||||
Vector2 position = { 350.0f, 280.0f };
|
||||
Rectangle frameRec = { 0.0f, 0.0f, (float)scarfy.width/6, (float)scarfy.height };
|
||||
|
|
|
|||
|
|
@ -30,7 +30,7 @@ int main(void)
|
|||
InitAudioDevice(); // Initialize audio device
|
||||
|
||||
Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
|
||||
Texture2D button = LoadTexture("resources/button.png"); // Load button texture
|
||||
Texture button = LoadTexture("resources/button.png"); // Load button texture
|
||||
|
||||
// Define frame rectangle for drawing
|
||||
float frameHeight = (float)button.height/NUM_FRAMES;
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ int main(void)
|
|||
Sound fxBoom = LoadSound("resources/boom.wav");
|
||||
|
||||
// Load explosion texture
|
||||
Texture2D explosion = LoadTexture("resources/explosion.png");
|
||||
Texture explosion = LoadTexture("resources/explosion.png");
|
||||
|
||||
// Init variables for animation
|
||||
float frameWidth = (float)(explosion.width/NUM_FRAMES_PER_LINE); // Sprite one frame rectangle width
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ int main(void)
|
|||
|
||||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
|
||||
Texture scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
|
||||
|
||||
int frameWidth = scarfy.width/6;
|
||||
int frameHeight = scarfy.height;
|
||||
|
|
|
|||
|
|
@ -30,7 +30,7 @@ int main(void)
|
|||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
Image image = LoadImageSvg("resources/test.svg", 400, 350); // Loaded in CPU memory (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
|
||||
Texture texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
|
||||
UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
|
|
|||
|
|
@ -30,7 +30,7 @@ int main(void)
|
|||
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
|
||||
|
||||
Image image = LoadImage("resources/raylib_logo.png"); // Load image data into CPU memory (RAM)
|
||||
Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (RAM -> VRAM)
|
||||
Texture texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (RAM -> VRAM)
|
||||
UnloadImage(image); // Unload image data from CPU memory (RAM)
|
||||
|
||||
image = LoadImageFromTexture(texture); // Load image from GPU texture (VRAM -> RAM)
|
||||
|
|
|
|||
Loading…
Reference in New Issue
Block a user