aboutsummaryrefslogtreecommitdiff
path: root/examples/textures_raw_data.lua
diff options
context:
space:
mode:
Diffstat (limited to 'examples/textures_raw_data.lua')
-rw-r--r--examples/textures_raw_data.lua83
1 files changed, 0 insertions, 83 deletions
diff --git a/examples/textures_raw_data.lua b/examples/textures_raw_data.lua
deleted file mode 100644
index 0bad1771..00000000
--- a/examples/textures_raw_data.lua
+++ /dev/null
@@ -1,83 +0,0 @@
--------------------------------------------------------------------------------------------
---
--- raylib [textures] example - Load textures from raw data
---
--- 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)
---
--------------------------------------------------------------------------------------------
-
---#include <stdlib.h> -- Required for malloc() and free()
-
--- Initialization
--------------------------------------------------------------------------------------------
-local screenWidth = 800
-local screenHeight = 450
-
-InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data")
-
--- NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
-
--- Load RAW image data (512x512, 32bit RGBA, no file header)
-local sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, TextureFormat.UNCOMPRESSED_R8G8B8A8, 0)
-local sonic = LoadTextureFromImage(sonicRaw) -- Upload CPU (RAM) image to GPU (VRAM)
-UnloadImage(sonicRaw) -- Unload CPU (RAM) image data
-
--- Generate a checked texture by code (1024x1024 pixels)
-local width = 1024
-local height = 1024
-
--- Dynamic memory allocation to store pixels data (Color type)
-local pixels = {}
-
-for y = 1, height do
- for x = 1, width do
- if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[(y - 1)*height + x] = DARKBLUE
- else pixels[(y - 1)*height + x] = SKYBLUE end
- end
-end
-
--- Load pixels data into an image structure and create texture
-local checkedIm = LoadImageEx(pixels, width, height)
-local checked = LoadTextureFromImage(checkedIm)
-UnloadImage(checkedIm) -- Unload CPU (RAM) image data
-
--- Dynamic memory must be freed after using it
---free(pixels) -- Unload CPU (RAM) pixels data
--------------------------------------------------------------------------------------------
-
--- Main game loop
-while not WindowShouldClose() do -- Detect window close button or ESC key
- -- Update
- ---------------------------------------------------------------------------------------
- -- TODO: Update your variables here
- ---------------------------------------------------------------------------------------
-
- -- Draw
- ---------------------------------------------------------------------------------------
- BeginDrawing()
-
- ClearBackground(RAYWHITE)
-
- DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3))
- DrawTexture(sonic, 330, -20, WHITE)
-
- DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE)
- DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE)
- DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE)
-
- EndDrawing()
- ---------------------------------------------------------------------------------------
-end
-
--- De-Initialization
--------------------------------------------------------------------------------------------
-UnloadTexture(sonic) -- Texture unloading
-UnloadTexture(checked) -- Texture unloading
-
-CloseWindow() -- Close window and OpenGL context
-------------------------------------------------------------------------------------------- \ No newline at end of file