summaryrefslogtreecommitdiffhomepage
path: root/examples/textures/textures_image_processing.c
diff options
context:
space:
mode:
authorRay <[email protected]>2021-04-22 18:55:24 +0200
committerRay <[email protected]>2021-04-22 18:55:24 +0200
commitdcf52c132fb0ca28f37dae9d957155e2541df812 (patch)
treeb6c263e59daba00fc33badd0a45fa6756d5df14c /examples/textures/textures_image_processing.c
parentf92ee46d86b5a0cfb05c10b0c31fb966a4784b44 (diff)
downloadraylib-dcf52c132fb0ca28f37dae9d957155e2541df812.tar.gz
raylib-dcf52c132fb0ca28f37dae9d957155e2541df812.zip
Remove trail spaces
Diffstat (limited to 'examples/textures/textures_image_processing.c')
-rw-r--r--examples/textures/textures_image_processing.c8
1 files changed, 4 insertions, 4 deletions
diff --git a/examples/textures/textures_image_processing.c b/examples/textures/textures_image_processing.c
index 23951abd..a18b1572 100644
--- a/examples/textures/textures_image_processing.c
+++ b/examples/textures/textures_image_processing.c
@@ -53,7 +53,7 @@ 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)
-
+
Image imCopy = ImageCopy(imOrigin);
int currentProcess = NONE;
@@ -72,7 +72,7 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
-
+
// Mouse toggle group logic
for (int i = 0; i < NUM_PROCESSES; i++)
{
@@ -89,7 +89,7 @@ int main(void)
}
else mouseHoverRec = -1;
}
-
+
// Keyboard toggle group logic
if (IsKeyPressed(KEY_DOWN))
{
@@ -109,7 +109,7 @@ int main(void)
{
UnloadImage(imCopy); // Unload image-copy data
imCopy = ImageCopy(imOrigin); // Restore image-copy from image-origin
-
+
// NOTE: Image processing is a costly CPU process to be done every frame,
// If image processing is required in a frame-basis, it should be done
// with a texture and by shaders