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Update textures_raw_data.c
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@@ -17,8 +17,6 @@
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#include "raylib.h"
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#include <stdlib.h> // Required for: malloc() and free()
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@@ -39,26 +37,31 @@ int main(void)
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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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int width = 960;
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int height = 480;
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int imWidth = 960;
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int imHeight = 480;
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// Dynamic memory allocation to store pixels data (Color type)
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Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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// WARNING: Using raylib provided MemAlloc() that uses default raylib
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// internal memory allocator, so this data can be freed using UnloadImage()
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// that also uses raylib internal memory de-allocator
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Color *pixels = (Color *)MemAlloc(imWidth*imHeight*sizeof(Color));
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for (int y = 0; y < height; y++)
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for (int y = 0; y < imHeight; y++)
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{
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for (int x = 0; x < width; x++)
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for (int x = 0; x < imWidth; x++)
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{
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if (((x/32+y/32)/1)%2 == 0) pixels[y*width + x] = ORANGE;
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else pixels[y*width + x] = GOLD;
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if (((x/32+y/32)/1)%2 == 0) pixels[y*imWidth + x] = ORANGE;
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else pixels[y*imWidth + x] = GOLD;
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}
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}
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// Load pixels data into an image structure and create texture
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// NOTE: We can assign pixels directly to data because Color is R8G8B8A8
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// data structure defining that pixelformat, format must be set properly
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Image checkedIm = {
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.data = pixels, // We can assign pixels directly to data
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.width = width,
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.height = height,
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.data = pixels,
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.width = imWidth,
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.height = imHeight,
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.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
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.mipmaps = 1
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};
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