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Add the SaveImageAs function
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@ -553,6 +553,18 @@ void UpdateTexture(Texture2D texture, const void *pixels)
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rlglUpdateTexture(texture.id, texture.width, texture.height, texture.format, pixels);
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}
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// Save image to a PNG file
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void SaveImageAs(Image image, const char *fileName)
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_RPI)
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unsigned char* imgData = (unsigned char*)GetImageData(image); // this works since Color is just a container for the RGBA values
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SavePNG(fileName, imgData, image.width, image.height, 4);
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free(imgData);
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TraceLog(INFO, "Image saved: %s", fileName);
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#endif
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}
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// Convert image data to desired format
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void ImageFormat(Image *image, int newFormat)
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{
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