66 lines
2.7 KiB
C
66 lines
2.7 KiB
C
/*******************************************************************************************
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*
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* raylib [textures] example - Texture loading with mipmaps, mipmaps generation
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*
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* NOTE: On OpenGL 1.1, mipmaps are calculated 'manually', original image must be power-of-two
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* On OpenGL 3.3 and ES2, mipmaps are generated automatically
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*
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* This example has been created using raylib 1.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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********************************************************************************************/
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#include "raylib.h"
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture mipmaps generation");
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// NOTE: To generate mipmaps for an image, image must be loaded first and converted to texture
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// with mipmaps option set to true on CreateTexture()
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Image image = LoadImage("resources/raylib_logo.png"); // Load image to CPU memory (RAM)
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Texture2D texture = LoadTextureFromImage(image, true); // Create texture and generate mipmaps
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UnloadImage(image); // Once texture has been created, we can unload image data from RAM
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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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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTexture(texture, screenWidth/2 - texture.width/2,
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screenHeight/2 - texture.height/2 - 30, WHITE);
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DrawText("this IS a texture with mipmaps! really!", 210, 360, 20, GRAY);
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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); // Texture unloading
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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} |