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Diffstat (limited to 'examples/textures_compressed_dds.c')
| -rw-r--r-- | examples/textures_compressed_dds.c | 64 |
1 files changed, 0 insertions, 64 deletions
diff --git a/examples/textures_compressed_dds.c b/examples/textures_compressed_dds.c deleted file mode 100644 index 1092d5ca..00000000 --- a/examples/textures_compressed_dds.c +++ /dev/null @@ -1,64 +0,0 @@ -/******************************************************************************************* -* -* 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) - - 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; -}
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