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chore: rebase to main with translation ports

This commit is contained in:
tiger tiger tiger 2026-07-17 07:49:07 +02:00
commit 8024c6ac40
134 changed files with 15456 additions and 10650 deletions

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@ -1,13 +1,17 @@
/*******************************************************************************************
*
* raylib [textures] example - Retrieve image data from texture: GetTextureData()
* raylib [textures] example - to image
*
* Example complexity rating: [] 1/4
*
* NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
* This example has been created using raylib 1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
* Example originally created with raylib 1.3, last time updated with raylib 4.0
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
@ -15,58 +19,77 @@ using static Raylib_cs.Raylib;
namespace Examples.Textures;
public class ToImage
public partial class ToImage : IExample
{
private const int screenWidth = 800;
private const int screenHeight = 450;
public string Name => "Textures / Texture to Image";
public string Title => "raylib [textures] example - to image";
private Texture2D texture;
public void Init()
{
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
var image = LoadImage("resources/raylib-cs_logo.png"); // Load image data into CPU memory (RAM)
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)
UnloadTexture(texture); // Unload texture from GPU memory (VRAM)
texture = LoadTextureFromImage(image); // Recreate texture from retrieved image data (RAM -> VRAM)
UnloadImage(image); // Unload retrieved image data from CPU memory (RAM)
}
public void Update()
{
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
var x = screenWidth / 2 - texture.Width / 2;
var y = screenHeight / 2 - texture.Height / 2;
DrawTexture(texture, x, y, Color.White);
DrawText("this IS a texture loaded from an image!", 300, 370, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
}
public void Unload()
{
UnloadTexture(texture); // Texture unloading
}
public static int Main()
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - to image");
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image");
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
Image image = LoadImage("resources/raylib-cs_logo.png");
Texture2D texture = LoadTextureFromImage(image);
UnloadImage(image);
image = LoadImageFromTexture(texture);
UnloadTexture(texture);
texture = LoadTextureFromImage(image);
UnloadImage(image);
//---------------------------------------------------------------------------------------
var game = new ToImage();
game.Init();
// Main game loop
while (!WindowShouldClose())
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
// TODO: Update your variables here
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(Color.RayWhite);
int x = screenWidth / 2 - texture.Width / 2;
int y = screenHeight / 2 - texture.Height / 2;
DrawTexture(texture, x, y, Color.White);
DrawText("this IS a texture loaded from an image!", 300, 370, 10, Color.Gray);
EndDrawing();
//----------------------------------------------------------------------------------
game.Update();
}
game.Unload();
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture);
CloseWindow();
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;