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authorRay <[email protected]>2018-09-05 10:48:33 +0200
committerRay <[email protected]>2018-09-05 10:48:33 +0200
commit10c22c8d61d70dd5a44ab49b9d9c0d8730b934c9 (patch)
treed9fd27ab624ef00d2b14cdbcdbbe21c7d2c7a658 /examples
parentac31f51c5e621b7d0796709cdcbca1f8032ffe4f (diff)
downloadraylib-10c22c8d61d70dd5a44ab49b9d9c0d8730b934c9.tar.gz
raylib-10c22c8d61d70dd5a44ab49b9d9c0d8730b934c9.zip
Review example to show text tinting
Diffstat (limited to 'examples')
-rw-r--r--examples/textures/textures_image_text.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/examples/textures/textures_image_text.c b/examples/textures/textures_image_text.c
index c69f0f55..fb99e827 100644
--- a/examples/textures/textures_image_text.c
+++ b/examples/textures/textures_image_text.c
@@ -26,7 +26,7 @@ int main()
Image parrots = LoadImage("resources/parrots.png"); // Load image in CPU memory (RAM)
// Draw over image using custom font
- ImageDrawTextEx(&parrots, (Vector2){ 20.0f, 20.0f }, font, "[Parrots font drawing]", (float)font.baseSize, 0.0f, WHITE);
+ ImageDrawTextEx(&parrots, (Vector2){ 20.0f, 20.0f }, font, "[Parrots font drawing]", (float)font.baseSize, 0.0f, RED);
Texture2D texture = LoadTextureFromImage(parrots); // Image converted to texture, uploaded to GPU memory (VRAM)
UnloadImage(parrots); // Once image has been converted to texture and uploaded to VRAM, it can be unloaded from RAM