change texture2d to texture
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24 changed files with 73 additions and 73 deletions
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@ -27,9 +27,9 @@ int main(void)
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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!
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if ((source.width == 0) || (source.height == 0)) return;
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@ -39,7 +39,7 @@ int main(void)
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// NOTE: We will update this texture when required with next frame data
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// WARNING: It's not recommended to use this technique for sprites animation,
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// use spritesheets instead, like illustrated in textures_sprite_anim example
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Texture2D texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
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Texture texScarfyAnim = LoadTextureFromImage(imScarfyAnim);
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unsigned int nextFrameDataOffset = 0; // Current byte offset to next frame in image.data
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@ -46,12 +46,12 @@ int main(void)
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Image backgroundImage = GenImageChecked(screenWidth, screenHeight, screenWidth/20, screenHeight/20, ORANGE, YELLOW);
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Texture2D fudesumiTexture = LoadTextureFromImage(fudesumiImage);
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Texture2D textureAlpha = LoadTextureFromImage(imageAlpha);
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Texture2D textureRed = LoadTextureFromImage(imageRed);
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Texture2D textureGreen = LoadTextureFromImage(imageGreen);
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Texture2D textureBlue = LoadTextureFromImage(imageBlue);
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Texture2D backgroundTexture = LoadTextureFromImage(backgroundImage);
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Texture fudesumiTexture = LoadTextureFromImage(fudesumiImage);
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Texture textureAlpha = LoadTextureFromImage(imageAlpha);
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Texture textureRed = LoadTextureFromImage(imageRed);
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Texture textureGreen = LoadTextureFromImage(imageGreen);
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Texture textureBlue = LoadTextureFromImage(imageBlue);
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Texture backgroundTexture = LoadTextureFromImage(backgroundImage);
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UnloadImage(fudesumiImage);
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UnloadImage(imageAlpha);
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@ -55,7 +55,7 @@ int main(void)
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UnloadFont(font); // Unload custom font (already drawn used on image)
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Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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Texture texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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SetTargetFPS(60);
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@ -37,7 +37,7 @@ int main(void)
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Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, 50, 50, 4.0f);
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Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
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Texture2D textures[NUM_TEXTURES] = { 0 };
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Texture textures[NUM_TEXTURES] = { 0 };
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textures[0] = LoadTextureFromImage(verticalGradient);
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textures[1] = LoadTextureFromImage(horizontalGradient);
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@ -78,10 +78,10 @@ int main(void)
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ImageCrop(&catSharpend, (Rectangle){ 0, 0, (float)200, (float)450 });
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// Images converted to texture, GPU memory (VRAM)
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Texture2D texture = LoadTextureFromImage(image);
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Texture2D catSharpendTexture = LoadTextureFromImage(catSharpend);
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Texture2D catSobelTexture = LoadTextureFromImage(catSobel);
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Texture2D catGaussianTexture = LoadTextureFromImage(catGaussian);
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Texture texture = LoadTextureFromImage(image);
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Texture catSharpendTexture = LoadTextureFromImage(catSharpend);
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Texture catSobelTexture = LoadTextureFromImage(catSobel);
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Texture catGaussianTexture = LoadTextureFromImage(catGaussian);
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// Once images have been converted to texture and uploaded to VRAM,
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// they can be unloaded from RAM
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@ -30,7 +30,7 @@ int main(void)
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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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Texture 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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@ -59,7 +59,7 @@ int main(void)
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Image imOrigin = LoadImage("resources/parrots.png"); // Loaded in CPU memory (RAM)
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ImageFormat(&imOrigin, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8); // Format image to RGBA 32bit (required for texture update) <-- ISSUE
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Texture2D texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM)
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Texture texture = LoadTextureFromImage(imOrigin); // Image converted to texture, GPU memory (VRAM)
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Image imCopy = ImageCopy(imOrigin);
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@ -36,7 +36,7 @@ int main(void)
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ImageRotate(&image90, 90);
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ImageRotate(&imageNeg90, -90);
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Texture2D textures[NUM_TEXTURES] = { 0 };
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Texture textures[NUM_TEXTURES] = { 0 };
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textures[0] = LoadTextureFromImage(image45);
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textures[1] = LoadTextureFromImage(image90);
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@ -33,7 +33,7 @@ int main(void)
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// Draw over image using custom font
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ImageDrawTextEx(&parrots, font, "[Parrots font drawing]", (Vector2){ 20.0f, 20.0f }, (float)font.baseSize, 0.0f, RED);
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Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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Texture texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
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UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM
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Vector2 position = { (float)(screenWidth/2 - texture.width/2), (float)(screenHeight/2 - texture.height/2 - 20) };
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@ -26,7 +26,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
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Texture texture = LoadTexture("resources/raylib_logo.png"); // Texture loading
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//---------------------------------------------------------------------------------------
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// Main game loop
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@ -30,7 +30,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - N-patch drawing");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D nPatchTexture = LoadTexture("resources/ninepatch_button.png");
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Texture nPatchTexture = LoadTexture("resources/ninepatch_button.png");
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Vector2 mousePosition = { 0 };
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Vector2 origin = { 0.0f, 0.0f };
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@ -53,7 +53,7 @@ int main(void)
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float gravity = 3.0f;
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Texture2D smoke = LoadTexture("resources/spark_flame.png");
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Texture smoke = LoadTexture("resources/spark_flame.png");
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int blending = BLEND_ALPHA;
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@ -21,7 +21,7 @@
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#define MAX_POINTS 11 // 10 points and back to the start
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// Draw textured polygon, defined by vertex and texture coordinates
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);
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void DrawTexturePoly(Texture texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint);
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -111,7 +111,7 @@ int main(void)
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// Draw textured polygon, defined by vertex and texture coordinates
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// NOTE: Polygon center must have straight line path to all points
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// without crossing perimeter, points must be in anticlockwise order
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void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
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void DrawTexturePoly(Texture texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointCount, Color tint)
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{
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rlSetTexture(texture.id);
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@ -33,7 +33,7 @@ int main(void)
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// Load RAW image data (512x512, 32bit RGBA, no file header)
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Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, 0);
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Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
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Texture fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
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UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
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// Generate a checked texture by code
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@ -61,7 +61,7 @@ int main(void)
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.mipmaps = 1
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};
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Texture2D checked = LoadTextureFromImage(checkedIm);
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Texture checked = LoadTextureFromImage(checkedIm);
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UnloadImage(checkedIm); // Unload CPU (RAM) image data (pixels)
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//---------------------------------------------------------------------------------------
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@ -29,7 +29,7 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [texture] example - sprite anim");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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Texture2D scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
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Texture scarfy = LoadTexture("resources/scarfy.png"); // Texture loading
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Vector2 position = { 350.0f, 280.0f };
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Rectangle frameRec = { 0.0f, 0.0f, (float)scarfy.width/6, (float)scarfy.height };
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@ -30,7 +30,7 @@ int main(void)
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InitAudioDevice(); // Initialize audio device
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Sound fxButton = LoadSound("resources/buttonfx.wav"); // Load button sound
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Texture2D button = LoadTexture("resources/button.png"); // Load button texture
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Texture button = LoadTexture("resources/button.png"); // Load button texture
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// Define frame rectangle for drawing
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float frameHeight = (float)button.height/NUM_FRAMES;
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