/******************************************************************************************* * * raylib [textures] example - DDS Texture loading and drawing (compressed and uncompressed) * * NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed texture, * OpenGL 1.1 does not support compressed textures, only uncompressed version. * * This example has been created using raylib 1.2 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) * ********************************************************************************************/ #include "raylib.h" int main() { // Initialization //-------------------------------------------------------------------------------------- int screenWidth = 800; int screenHeight = 450; InitWindow(screenWidth, screenHeight, "raylib [textures] example - DDS texture loading and drawing"); // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) //Texture2D texture = LoadTexture("resources/raylib_logo.dds"); // Texture loading (compressed) Texture2D texture = LoadTexture("resources/raylib_logo_uncompressed.dds"); // Texture loading (uncompressed) SetTargetFPS(60); // Set our game to run at 60 frames-per-second //--------------------------------------------------------------------------------------- // 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 may be a compressed texture!", 320, 370, 10, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }