/******************************************************************************************* * * raylib [textures] example - Texture loading with mipmaps, mipmaps generation * * NOTE: On OpenGL 1.1, mipmaps are calculated 'manually', original image must be power-of-two * On OpenGL 3.3 and ES2, mipmaps are generated automatically * * This example has been created using raylib 1.1 (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 - texture mipmaps generation"); // NOTE: To generate mipmaps for an image, image must be loaded first and converted to texture // with mipmaps option set to true on CreateTexture() Image image = LoadImage("resources/raylib_logo.png"); // Load image to CPU memory (RAM) Texture2D texture = LoadTextureFromImage(image, true); // Create texture and generate mipmaps UnloadImage(image); // Once texture has been created, we can unload image data from RAM //-------------------------------------------------------------------------------------- // 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 - 30, WHITE); DrawText("this IS a texture with mipmaps! really!", 210, 360, 20, GRAY); EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- UnloadTexture(texture); // Texture unloading CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }