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/*******************************************************************************************
*
* raylib [textures] example - DDS Texture loading and drawing (compressed and uncompressed)
*
* NOTE: This example requires raylib OpenGL 3.3+ or ES2 versions for compressed texture,
* OpenGL 1.1 does not support compressed textures, only uncompressed version.
*
* This example has been created using raylib 1.2 (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 - DDS texture loading and drawing");
// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
//Texture2D texture = LoadTexture("resources/raylib_logo.dds"); // Texture loading (compressed)
Texture2D texture = LoadTexture("resources/raylib_logo_uncompressed.dds"); // Texture loading (uncompressed)
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//---------------------------------------------------------------------------------------
// 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, WHITE);
DrawText("this may be a compressed texture!", 320, 370, 10, GRAY);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(texture); // Texture unloading
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}