raylib/examples/textures_to_image.lua

60 lines
2.8 KiB
Lua

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--
-- 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 1.6 (www.raylib.com)
-- raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
--
-- Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
--
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-- Initialization
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local screenWidth = 800
local screenHeight = 450
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture to image")
-- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
local image = LoadImage("resources/raylib_logo.png") -- Load image data into CPU memory (RAM)
local 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)
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-- Main game loop
while not WindowShouldClose() do -- Detect window close button or ESC key
-- Update
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-- TODO: Update your variables here
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-- Draw
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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()
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end
-- De-Initialization
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UnloadTexture(texture) -- Texture unloading
CloseWindow() -- Close window and OpenGL context
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