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								-------------------------------------------------------------------------------------------
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								--
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								--  raylib [textures] example - Load textures from raw data
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								--
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								--  NOTE: Images are loaded in CPU memory (RAM) textures are loaded in GPU memory (VRAM)
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								--
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								--  This example has been created using raylib 1.6 (www.raylib.com)
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								--  raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								--
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								--  Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
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								--
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								-------------------------------------------------------------------------------------------
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								--#include <stdlib.h>     -- Required for malloc() and free()
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								-- Initialization
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								-------------------------------------------------------------------------------------------
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								local screenWidth = 800
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								local screenHeight = 450
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								InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture from raw data")
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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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								local sonicRaw = LoadImageRaw("resources/texture_formats/sonic_R8G8B8A8.raw", 512, 512, TextureFormat.UNCOMPRESSED_R8G8B8A8, 0)
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								local 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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								-- Generate a checked texture by code (1024x1024 pixels)
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								local width = 1024
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								local height = 1024
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								-- Dynamic memory allocation to store pixels data (Color type)
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								local pixels = {}
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								for y = 1, height do
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								    for x = 1, width do
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								        if ((((x - 1)/32+(y - 1)//32)//1)%2 == 0) then pixels[(y - 1)*height + x] = DARKBLUE
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								        else pixels[(y - 1)*height + x] = SKYBLUE end
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								    end
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								end
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								-- Load pixels data into an image structure and create texture
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								local checkedIm = LoadImageEx(pixels, width, height)
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								local checked = LoadTextureFromImage(checkedIm)
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								UnloadImage(checkedIm)     -- Unload CPU (RAM) image data
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								-- Dynamic memory must be freed after using it
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								--free(pixels)               -- Unload CPU (RAM) pixels data
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								-------------------------------------------------------------------------------------------
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								-- Main game loop
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								while not WindowShouldClose() do            -- Detect window close button or ESC key
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								    -- Update
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								    ---------------------------------------------------------------------------------------
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								    -- TODO: Update your variables here
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								    ---------------------------------------------------------------------------------------
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								    -- Draw
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								    ---------------------------------------------------------------------------------------
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								    BeginDrawing()
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								        ClearBackground(RAYWHITE)
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								        DrawTexture(checked, screenWidth/2 - checked.width/2, screenHeight/2 - checked.height/2, Fade(WHITE, 0.3))
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								        DrawTexture(sonic, 330, -20, 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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								    EndDrawing()
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								    ---------------------------------------------------------------------------------------
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								end
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								-- De-Initialization
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								-------------------------------------------------------------------------------------------
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								UnloadTexture(sonic)       -- Texture unloading
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								UnloadTexture(checked)     -- Texture unloading
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								CloseWindow()              -- Close window and OpenGL context
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								-------------------------------------------------------------------------------------------
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