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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 1.3 (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) 2015 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include <stdlib.h>         // Required for: malloc() and free()
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								int main(void)
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int 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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								    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
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								    int width = 960;
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								    int height = 480;
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								    // Dynamic memory allocation to store pixels data (Color type)
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								    Color *pixels = (Color *)malloc(width*height*sizeof(Color));
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								    for (int y = 0; y < height; y++)
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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*width + x] = ORANGE;
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								            else pixels[y*width + x] = GOLD;
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								        }
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								    }
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								    // Load pixels data into an image structure and create texture
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								    Image checkedIm = LoadImageEx(pixels, width, height);
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								    Texture2D 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 (!WindowShouldClose())    // Detect window close button or ESC key
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								    {
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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, 0.5f));
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								            DrawTexture(fudesumi, 430, -30, WHITE);
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								            DrawText("CHECKED TEXTURE ", 84, 85, 30, BROWN);
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								            DrawText("GENERATED by CODE", 72, 148, 30, BROWN);
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								            DrawText("and RAW IMAGE LOADING", 46, 210, 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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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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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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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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