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authorRay <[email protected]>2019-05-20 16:36:42 +0200
committerRay <[email protected]>2019-05-20 16:36:42 +0200
commitb525039e0ab8bcaa2fd6bde34c72a6405f88ae49 (patch)
tree08f1c79bfe693643564ed78202c9474b7eb83a79 /examples/textures/textures_raw_data.c
parenta43a7980a30a52462956b23f2473e8ef8f38d1fb (diff)
downloadraylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.tar.gz
raylib-b525039e0ab8bcaa2fd6bde34c72a6405f88ae49.zip
Review ALL examples
Diffstat (limited to 'examples/textures/textures_raw_data.c')
-rw-r--r--examples/textures/textures_raw_data.c30
1 files changed, 15 insertions, 15 deletions
diff --git a/examples/textures/textures_raw_data.c b/examples/textures/textures_raw_data.c
index 481bd66a..17604bde 100644
--- a/examples/textures/textures_raw_data.c
+++ b/examples/textures/textures_raw_data.c
@@ -13,31 +13,31 @@
#include "raylib.h"
-#include <stdlib.h> // Required for malloc() and free()
+#include <stdlib.h> // Required for: malloc() and free()
-int main()
+int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
- int screenWidth = 800;
- int screenHeight = 450;
+ const int screenWidth = 800;
+ const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-
+
// Load RAW image data (512x512, 32bit RGBA, no file header)
Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0);
- Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
- UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
-
+ Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw); // Upload CPU (RAM) image to GPU (VRAM)
+ UnloadImage(fudesumiRaw); // Unload CPU (RAM) image data
+
// Generate a checked texture by code (1024x1024 pixels)
int width = 960;
int height = 480;
-
+
// Dynamic memory allocation to store pixels data (Color type)
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
-
+
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
@@ -46,14 +46,14 @@ int main()
else pixels[y*width + x] = GOLD;
}
}
-
+
// Load pixels data into an image structure and create texture
Image checkedIm = LoadImageEx(pixels, width, height);
Texture2D checked = LoadTextureFromImage(checkedIm);
- UnloadImage(checkedIm); // Unload CPU (RAM) image data
-
+ UnloadImage(checkedIm); // Unload CPU (RAM) image data
+
// Dynamic memory must be freed after using it
- free(pixels); // Unload CPU (RAM) pixels data
+ free(pixels); // Unload CPU (RAM) pixels data
//---------------------------------------------------------------------------------------
// Main game loop
@@ -76,7 +76,7 @@ int main()
DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN);
DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
DrawText("and RAW IMAGE LOADING", 46, 210, 30, BROWN);
-
+
DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN);
EndDrawing();