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[examples] Add models_geometry_textures_cube
(#5221)
* ADDED: example: models_geometry_textures_cube * FIXED: example: models_geometry_textures_cube - removed leftover TODO and aligned title with header
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@@ -616,6 +616,7 @@ MODELS = \
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models/models_cubicmap_rendering \
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models/models_first_person_maze \
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models/models_geometric_shapes \
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models/models_geometry_textures_cube \
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models/models_heightmap_rendering \
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models/models_loading \
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models/models_loading_gltf \
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@@ -616,6 +616,7 @@ MODELS = \
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models/models_cubicmap_rendering \
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models/models_first_person_maze \
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models/models_geometric_shapes \
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models/models_geometry_textures_cube \
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models/models_heightmap_rendering \
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models/models_loading \
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models/models_loading_gltf \
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@@ -1085,6 +1086,10 @@ models/models_first_person_maze: models/models_first_person_maze.c
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models/models_geometric_shapes: models/models_geometric_shapes.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM)
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models/models_geometry_textures_cube: models/models_geometry_textures_cube.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/cubicmap_atlas.png@resources/cubicmap_atlas.png
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models/models_heightmap_rendering: models/models_heightmap_rendering.c
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$(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) \
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--preload-file models/resources/heightmap.png@resources/heightmap.png
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@@ -17,7 +17,7 @@ You may find it easier to use than other toolchains, especially when it comes to
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- `zig build [module]` to compile all examples for a module (e.g. `zig build core`)
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- `zig build [example]` to compile _and run_ a particular example (e.g. `zig build core_basic_window`)
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## EXAMPLES COLLECTION [TOTAL: 165]
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## EXAMPLES COLLECTION [TOTAL: 166]
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### category: core [38]
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@@ -147,7 +147,7 @@ Examples using raylib text functionality, including sprite fonts loading/generat
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| [text_codepoints_loading](text/text_codepoints_loading.c) | <img src="text/text_codepoints_loading.png" alt="text_codepoints_loading" width="80"> | ⭐⭐⭐☆ | 4.2 | 4.2 | [Ramon Santamaria](https://github.com/raysan5) |
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| [text_inline_styling](text/text_inline_styling.c) | <img src="text/text_inline_styling.png" alt="text_inline_styling" width="80"> | ⭐⭐⭐☆ | 5.6-dev | 5.6-dev | [Wagner Barongello](https://github.com/SultansOfCode) |
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### category: models [24]
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### category: models [25]
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Examples using raylib models functionality, including models loading/generation and drawing, provided by raylib [models](../src/rmodels.c) module.
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@@ -177,6 +177,7 @@ Examples using raylib models functionality, including models loading/generation
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| [models_bone_socket](models/models_bone_socket.c) | <img src="models/models_bone_socket.png" alt="models_bone_socket" width="80"> | ⭐⭐⭐⭐️ | 4.5 | 4.5 | [iP](https://github.com/ipzaur) |
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| [models_tesseract_view](models/models_tesseract_view.c) | <img src="models/models_tesseract_view.png" alt="models_tesseract_view" width="80"> | ⭐⭐☆☆ | 5.6-dev | 5.6-dev | [Timothy van der Valk](https://github.com/arceryz) |
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| [models_basic_voxel](models/models_basic_voxel.c) | <img src="models/models_basic_voxel.png" alt="models_basic_voxel" width="80"> | ⭐⭐☆☆ | 5.5 | 5.5 | [Tim Little](https://github.com/timlittle) |
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| [models_geometry_textures_cube](models/models_geometry_textures_cube.c) | <img src="models/models_geometry_textures_cube.png" alt="models_geometry_textures_cube" width="80"> | ⭐☆☆☆ | 5.6-dev | 5.6-dev | [Jopestpe](https://github.com/jopestpe) |
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### category: shaders [29]
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@@ -131,6 +131,7 @@ models;models_animation_gpu_skinning;★★★☆;4.5;4.5;2024;2025;"Daniel Hold
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models;models_bone_socket;★★★★;4.5;4.5;2024;2025;"iP";@ipzaur
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models;models_tesseract_view;★★☆☆;5.6-dev;5.6-dev;2024;2025;"Timothy van der Valk";@arceryz
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models;models_basic_voxel;★★☆☆;5.5;5.5;2025;2025;"Tim Little";@timlittle
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models;models_geometry_textures_cube;★☆☆☆;5.6-dev;5.6-dev;2025;2025;"Jopestpe";@jopestpe
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shaders;shaders_basic_lighting;★★★★;3.0;4.2;2019;2025;"Chris Camacho";@chriscamacho
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shaders;shaders_model_shader;★★☆☆;1.3;3.7;2014;2025;"Ramon Santamaria";@raysan5
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shaders;shaders_shapes_textures;★★☆☆;1.7;3.7;2015;2025;"Ramon Santamaria";@raysan5
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88
examples/models/models_geometry_textures_cube.c
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88
examples/models/models_geometry_textures_cube.c
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@@ -0,0 +1,88 @@
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/*******************************************************************************************
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*
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* raylib [models] example - geometry textures cube
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*
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* Example complexity rating: [★☆☆☆] 1/4
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*
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* Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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*
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* Example contributed by Jopestpe (@jopestpe)
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2025-2025 Jopestpe (@jopestpe)
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*
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********************************************************************************************/
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#include "raylib.h"
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - geometry textures cube");
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 0.0f, 0.0f, 4.0f };
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camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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// Load image to create texture for the cube
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Model model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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Image img = LoadImage("resources/cubicmap_atlas.png");
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Image crop = ImageFromImage(img, (Rectangle){0, img.height/2, img.width/2, img.height/2});
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Texture2D texture = LoadTextureFromImage(crop);
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UnloadImage(img);
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UnloadImage(crop);
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model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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float rotation = 0.0f;
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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rotation += 1.0f;
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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BeginMode3D(camera);
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DrawModelEx(model, (Vector3){0,0,0}, (Vector3){0.5f,1,0}, rotation, (Vector3){1,1,1}, WHITE);
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EndMode3D();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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examples/models/models_geometry_textures_cube.png
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examples/models/models_geometry_textures_cube.png
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