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			@ -27,9 +27,9 @@ int main() | 
			
		
		
	
		
			
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			    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required) | 
			
		
		
	
		
			
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			    // Load RAW image data (512x512, 32bit RGBA, no file header) | 
			
		
		
	
		
			
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			    Image sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, UNCOMPRESSED_R8G8B8A8, 0); | 
			
		
		
	
		
			
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			    Texture2D sonic = LoadTextureFromImage(sonicRaw);   // Upload CPU (RAM) image to GPU (VRAM) | 
			
		
		
	
		
			
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			    UnloadImage(sonicRaw);                              // Unload CPU (RAM) image data | 
			
		
		
	
		
			
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			    Image fudesumiRaw = LoadImageRaw("resources/fudesumi.raw", 384, 512, UNCOMPRESSED_R8G8B8A8, 0); | 
			
		
		
	
		
			
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			    Texture2D fudesumi = LoadTextureFromImage(fudesumiRaw);   // Upload CPU (RAM) image to GPU (VRAM) | 
			
		
		
	
		
			
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			    UnloadImage(fudesumiRaw);                              // Unload CPU (RAM) image data | 
			
		
		
	
		
			
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			    // Generate a checked texture by code (1024x1024 pixels) | 
			
		
		
	
		
			
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			    int width = 1024; | 
			
		
		
	
	
		
			
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			@ -42,8 +42,8 @@ int main() | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        for (int x = 0; x < width; x++) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = DARKBLUE; | 
			
		
		
	
		
			
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			            else pixels[y*height + x] = SKYBLUE; | 
			
		
		
	
		
			
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			            if (((x/32+y/32)/1)%2 == 0) pixels[y*height + x] = ORANGE; | 
			
		
		
	
		
			
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			            else pixels[y*height + x] = GOLD; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			@ -70,12 +70,14 @@ int main() | 
			
		
		
	
		
			
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			            ClearBackground(RAYWHITE); | 
			
		
		
	
		
			
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			            DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3f)); | 
			
		
		
	
		
			
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			            DrawTexture(sonic, 330, -20, WHITE); | 
			
		
		
	
		
			
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			            DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.5f)); | 
			
		
		
	
		
			
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			            DrawTexture(fudesumi, 430, -30, WHITE); | 
			
		
		
	
		
			
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			            DrawText("CHECKED TEXTURE ", 84, 100, 30, DARKBLUE); | 
			
		
		
	
		
			
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			            DrawText("GENERATED by CODE", 72, 164, 30, DARKBLUE); | 
			
		
		
	
		
			
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			            DrawText("and RAW IMAGE LOADING", 46, 226, 30, DARKBLUE); | 
			
		
		
	
		
			
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			            DrawText("CHECKED TEXTURE ", 84, 100, 30, BROWN); | 
			
		
		
	
		
			
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			            DrawText("GENERATED by CODE", 72, 164, 30, BROWN); | 
			
		
		
	
		
			
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			            DrawText("and RAW IMAGE LOADING", 46, 226, 30, BROWN); | 
			
		
		
	
		
			
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			            DrawText("(c) Fudesumi sprite by Eiden Marsal", 310, screenHeight - 20, 10, BROWN); | 
			
		
		
	
		
			
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			        EndDrawing(); | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
	
		
			
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			@ -83,7 +85,7 @@ int main() | 
			
		
		
	
		
			
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			    // De-Initialization | 
			
		
		
	
		
			
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			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			    UnloadTexture(sonic);       // Texture unloading | 
			
		
		
	
		
			
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			    UnloadTexture(fudesumi);    // Texture unloading | 
			
		
		
	
		
			
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			    UnloadTexture(checked);     // Texture unloading | 
			
		
		
	
		
			
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			    CloseWindow();              // Close window and OpenGL context | 
			
		
		
	
	
		
			
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