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			77 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			77 lines
		
	
	
		
			3.4 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*******************************************************************************************
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| *
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| *   raylib [textures] example - texture to image
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| *
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| *   Example complexity rating: [★☆☆☆] 1/4
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| *
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| *   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
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| *
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| *   Example originally created with raylib 1.3, last time updated with raylib 4.0
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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) 2015-2025 Ramon Santamaria (@raysan5)
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| *
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| ********************************************************************************************/
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| 
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| #include "raylib.h"
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| 
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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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| 
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|     InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image");
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| 
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|     // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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| 
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|     Image image = LoadImage("resources/raylib_logo.png");  // Load image data into CPU memory (RAM)
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|     Texture2D texture = LoadTextureFromImage(image);       // Image converted to texture, GPU memory (RAM -> VRAM)
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|     UnloadImage(image);                                    // Unload image data from CPU memory (RAM)
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| 
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|     image = LoadImageFromTexture(texture);                 // Load image from GPU texture (VRAM -> RAM)
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|     UnloadTexture(texture);                                // Unload texture from GPU memory (VRAM)
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| 
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|     texture = LoadTextureFromImage(image);                 // Recreate texture from retrieved image data (RAM -> VRAM)
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|     UnloadImage(image);                                    // Unload retrieved image data from CPU memory (RAM)
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| 
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|     SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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|     //---------------------------------------------------------------------------------------
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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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|         // TODO: Update your variables here
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|         //----------------------------------------------------------------------------------
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| 
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|         // Draw
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|         //----------------------------------------------------------------------------------
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|         BeginDrawing();
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| 
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|             ClearBackground(RAYWHITE);
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| 
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|             DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE);
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| 
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|             DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY);
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| 
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|         EndDrawing();
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|         //----------------------------------------------------------------------------------
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|     }
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| 
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|     // De-Initialization
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|     //--------------------------------------------------------------------------------------
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|     UnloadTexture(texture);       // Texture unloading
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| 
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|     CloseWindow();                // Close window and OpenGL context
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|     //--------------------------------------------------------------------------------------
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| 
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|     return 0;
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| } | 
