/******************************************************************************************* * * raylib [textures] example - Retrieve image data from texture: GetTextureData() * * NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM) * * This example has been created using raylib 1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" int main(void) { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 800; const int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) Image image = LoadImage("resources/raylib_logo.png"); // Load image data into CPU memory (RAM) Texture2D texture = LoadTextureFromImage(image); // Image converted to texture, GPU memory (RAM -> VRAM) UnloadImage(image); // Unload image data from CPU memory (RAM) image = GetTextureData(texture); // Retrieve image data from GPU memory (VRAM -> RAM) UnloadTexture(texture); // Unload texture from GPU memory (VRAM) texture = LoadTextureFromImage(image); // Recreate texture from retrieved image data (RAM -> VRAM) UnloadImage(image); // Unload retrieved image data from CPU memory (RAM) //--------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- // TODO: Update your variables here //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); DrawTexture(texture, screenWidth/2 - texture.width/2, screenHeight/2 - texture.height/2, WHITE); DrawText("this IS a texture loaded from an image!", 300, 370, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }