Added actual correct example file.
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@ -1,15 +1,15 @@
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/*******************************************************************************************
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/*******************************************************************************************
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*
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*
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* raylib [textures] example - Image loading and texture creation
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* raylib [textures] example - SVG loading and texture creation
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*
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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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* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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*
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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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* Example originally created with raylib 4.2, last time updated with raylib 4.2
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*
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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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* 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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* BSD-like license that allows static linking with closed source software
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*
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*
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* Copyright (c) 2015-2022 Ramon Santamaria (@raysan5)
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* Copyright (c) 2022 Dennis Meinen (@bixxy#4258 on Discord)
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*
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*
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********************************************************************************************/
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********************************************************************************************/
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@ -25,11 +25,11 @@ int main(void)
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const int screenWidth = 800;
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const int screenWidth = 800;
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const int screenHeight = 450;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - image loading");
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - svg loading");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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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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Image image = LoadImageSvg("resources/test.svg", 400, 350); // Loaded in CPU memory (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (VRAM)
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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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UnloadImage(image); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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@ -52,7 +52,10 @@ int main(void)
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DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
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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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//Red boarder to illustrate how the SVG is centered within the specified dimensions
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DrawRectangleLines((screenWidth / 2 - texture.width / 2) - 1, (screenHeight / 2 - texture.height / 2) - 1, texture.width + 2, texture.height + 2, RED);
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DrawText("this IS a texture loaded from an SVG file!", 300, 410, 10, GRAY);
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EndDrawing();
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EndDrawing();
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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@ -66,4 +69,4 @@ int main(void)
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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return 0;
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return 0;
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}
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}
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