6 Commits

12 changed files with 3956 additions and 6129 deletions

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@ -0,0 +1,67 @@
#version 100
precision mediump float;
// Input from the vertex shader
varying vec2 fragTexCoord;
// Output color for the screen
varying vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
uniform float fontSize;
float greyScale(in vec3 col) {
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float character(float n, vec2 p)
{
p = floor(p * vec2(4.0, -4.0) + 2.5);
// Check if the coordinate is inside the 5x5 grid (0 to 4).
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
return 1.0; // The bit is on, so draw this part of the character.
}
}
return 0.0; // The bit is off, or we are outside the grid.
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
vec2 uvCellSize = charPixelSize / resolution;
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
vec3 cellColor = texture2D(texture0, cellUV).rgb;
float gray = greyScale(cellColor);
float n = 4096;
// limited character set
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 163153.0; // *
if (gray > 0.4) n = 15255086.0; // o
if (gray > 0.5) n = 13121101.0; // &
if (gray > 0.6) n = 15252014.0; // 8
if (gray > 0.7) n = 13195790.0; // @
if (gray > 0.8) n = 11512810.0; // #
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV * 2.0 - 1.0;
float charShape = character(n, p);
vec3 final_col = cellColor * charShape;
gl_FragColor = vec4(final_col, 1.0);
}

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@ -0,0 +1,65 @@
#version 120
// Input from the vertex shader
varying vec2 fragTexCoord;
// Output color for the screen
varying vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
uniform float fontSize;
float greyScale(in vec3 col) {
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float character(float n, vec2 p)
{
p = floor(p * vec2(4.0, -4.0) + 2.5);
// Check if the coordinate is inside the 5x5 grid (0 to 4).
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y) {
if (int(mod(n / exp2(p.x + 5.0 * p.y), 2.0)) == 1) {
return 1.0; // The bit is on, so draw this part of the character.
}
}
return 0.0; // The bit is off, or we are outside the grid.
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize * 1.8);
vec2 uvCellSize = charPixelSize / resolution;
vec2 cellUV = floor(fragTexCoord / uvCellSize) * uvCellSize;
vec3 cellColor = texture2D(texture0, cellUV).rgb;
float gray = greyScale(cellColor);
float n = 4096;
// limited character set
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 163153.0; // *
if (gray > 0.4) n = 15255086.0; // o
if (gray > 0.5) n = 13121101.0; // &
if (gray > 0.6) n = 15252014.0; // 8
if (gray > 0.7) n = 13195790.0; // @
if (gray > 0.8) n = 11512810.0; // #
vec2 localUV = (fragTexCoord - cellUV) / uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV * 2.0 - 1.0;
float charShape = character(n, p);
vec3 final_col = cellColor * charShape;
gl_FragColor = vec4(final_col, 1.0);
}

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@ -0,0 +1,63 @@
#version 330
// Input from the vertex shader
in vec2 fragTexCoord;
// Output color for the screen
out vec4 finalColor;
uniform sampler2D texture0;
uniform vec2 resolution;
uniform float fontSize;
float GreyScale(in vec3 col)
{
return dot(col, vec3(0.2126, 0.7152, 0.0722));
}
float GetCharacter(float n, vec2 p)
{
p = floor(p*vec2(4.0, -4.0) + 2.5);
// Check if the coordinate is inside the 5x5 grid (0 to 4)
if (clamp(p.x, 0.0, 4.0) == p.x && clamp(p.y, 0.0, 4.0) == p.y)
{
if (int(mod(n/exp2(p.x + 5.0 * p.y), 2.0)) == 1)
{
return 1.0; // The bit is on, so draw this part of the character
}
}
return 0.0; // The bit is off, or we are outside the grid
}
// -----------------------------------------------------------------------------
// Main shader logic
// -----------------------------------------------------------------------------
void main()
{
vec2 charPixelSize = vec2(fontSize, fontSize*1.8);
vec2 uvCellSize = charPixelSize/resolution;
vec2 cellUV = floor(fragTexCoord/uvCellSize)*uvCellSize;
vec3 cellColor = texture(texture0, cellUV).rgb;
float gray = GreyScale(cellColor);
float n = 4096;
// Limited character set
if (gray > 0.2) n = 65600.0; // :
if (gray > 0.3) n = 163153.0; // *
if (gray > 0.4) n = 15255086.0; // o
if (gray > 0.5) n = 13121101.0; // &
if (gray > 0.6) n = 15252014.0; // 8
if (gray > 0.7) n = 13195790.0; // @
if (gray > 0.8) n = 11512810.0; // #
vec2 localUV = (fragTexCoord - cellUV)/uvCellSize; // Range [0.0, 1.0]
vec2 p = localUV*2.0 - 1.0;
float charShape = GetCharacter(n, p);
finalColor = vec4(cellColor*charShape, 1.0);
}

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@ -0,0 +1,117 @@
/*******************************************************************************************
*
* raylib [shaders] example - ascii rendering
*
* Example complexity rating: [★★☆☆] 2/4
*
* Example originally created with raylib 5.5, last time updated with raylib 5.6
*
* Example contributed by Maicon Santana (@maiconpintoabreu) and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2025-2025 Maicon Santana (@maiconpintoabreu)
*
********************************************************************************************/
#include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//--------------------------------------------------------------------------------------
const int screenWidth = 800;
const int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "raylib [shaders] example - ascii rendering");
// Texture to test static drawing
Texture2D fudesumi = LoadTexture("resources/fudesumi.png");
// Texture to test moving drawing
Texture2D raysan = LoadTexture("resources/raysan.png");
// Load shader to be used on postprocessing
Shader shader = LoadShader(0, TextFormat("resources/shaders/glsl%i/ascii.fs", GLSL_VERSION));
// These locations are used to send data to the GPU
int resolutionLoc = GetShaderLocation(shader, "resolution");
int fontSizeLoc = GetShaderLocation(shader, "fontSize");
// Set the character size for the ASCII effect
float fontSize = 4.0f;
// Send the updated values to the shader
float resolution[2] = { (float)screenWidth, (float)screenHeight };
SetShaderValue(shader, resolutionLoc, resolution, SHADER_UNIFORM_VEC2);
SetShaderValue(shader, fontSizeLoc, &fontSize, SHADER_UNIFORM_FLOAT);
Vector2 circlePos = (Vector2){40.0f, (float)screenHeight * 0.5f};
float circleSpeed = 1.0f;
// RenderTexture to apply the postprocessing later
RenderTexture2D target = LoadRenderTexture(screenWidth, screenHeight);
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
//----------------------------------------------------------------------------------
circlePos.x += circleSpeed;
if ((circlePos.x > 200.0f) || (circlePos.x < 40.0f)) circleSpeed *= -1;
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
// Draw our scene to a render texture first
BeginTextureMode(target);
ClearBackground(WHITE);
DrawTexture(fudesumi, 500, -30, WHITE);
DrawTextureV(raysan, circlePos, WHITE);
EndTextureMode();
BeginDrawing();
ClearBackground(RAYWHITE);
BeginShaderMode(shader);
// Draw the render texture containing scene
// The shader will process every pixel on the screen
DrawTextureRec(target.texture,
(Rectangle){ 0, 0, (float)target.texture.width, (float)-target.texture.height },
(Vector2){ 0, 0 }, WHITE);
EndShaderMode();
DrawRectangle(0, 0, screenWidth, 40, BLACK);
DrawText("Ascii effect", 120, 10, 20, LIGHTGRAY);
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadShader(shader); // Unload shader
UnloadTexture(fudesumi); // Unload texture
UnloadTexture(raysan); // Unload texture
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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6147
src/external/miniaudio.h vendored

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3512
src/external/rlsw.h vendored

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@ -1233,7 +1233,7 @@ void SwapScreenBuffer(void)
{
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// NOTE: We use a preprocessor condition here because `rlCopyFramebuffer` is only declared for software rendering
SDL_Surface* surface = SDL_GetWindowSurface(platform.window);
SDL_Surface *surface = SDL_GetWindowSurface(platform.window);
rlCopyFramebuffer(0, 0, CORE.Window.render.width, CORE.Window.render.height, PIXELFORMAT_UNCOMPRESSED_R8G8B8A8, surface->pixels);
SDL_UpdateWindowSurface(platform.window);
#else

View File

@ -818,14 +818,14 @@ void SwapScreenBuffer(void)
platform.prevBO = bo;
#else
// Software rendering buffer swap
if ((-1 == platform.fd) || !platform.connector || (platform.modeIndex < 0))
if ((platform.fd == -1) || !platform.connector || (platform.modeIndex < 0))
{
TRACELOG(LOG_ERROR, "DISPLAY: DRM initialization failed to swap");
return;
}
// Get the software rendered color buffer
int bufferWidth, bufferHeight;
int bufferWidth = 0, bufferHeight = 0;
void *colorBuffer = swGetColorBuffer(&bufferWidth, &bufferHeight);
if (!colorBuffer)
{
@ -849,7 +849,7 @@ void SwapScreenBuffer(void)
#endif
// Create a dumb buffer for software rendering
struct drm_mode_create_dumb creq = {0};
struct drm_mode_create_dumb creq = { 0 };
creq.width = width;
creq.height = height;
creq.bpp = bpp;
@ -863,28 +863,25 @@ void SwapScreenBuffer(void)
// Create framebuffer with the correct format
uint32_t fb = 0;
result = drmModeAddFB(platform.fd,
width, height,
depth, bpp, creq.pitch,
creq.handle, &fb);
result = drmModeAddFB(platform.fd, width, height, depth, bpp, creq.pitch, creq.handle, &fb);
if (result != 0)
{
TRACELOG(LOG_ERROR, "DISPLAY: drmModeAddFB() failed with result: %d (%s)", result, strerror(errno));
struct drm_mode_destroy_dumb dreq = {0};
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
}
// Map the dumb buffer to copy our software rendered buffer
struct drm_mode_map_dumb mreq = {0};
struct drm_mode_map_dumb mreq = { 0 };
mreq.handle = creq.handle;
result = drmIoctl(platform.fd, DRM_IOCTL_MODE_MAP_DUMB, &mreq);
if (result != 0)
{
TRACELOG(LOG_ERROR, "DISPLAY: Failed to map dumb buffer: %s", strerror(errno));
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = {0};
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
@ -896,7 +893,7 @@ void SwapScreenBuffer(void)
{
TRACELOG(LOG_ERROR, "DISPLAY: Failed to mmap dumb buffer: %s", strerror(errno));
drmModeRmFB(platform.fd, fb);
struct drm_mode_destroy_dumb dreq = {0};
struct drm_mode_destroy_dumb dreq = { 0 };
dreq.handle = creq.handle;
drmIoctl(platform.fd, DRM_IOCTL_MODE_DESTROY_DUMB, &dreq);
return;
@ -919,10 +916,7 @@ void SwapScreenBuffer(void)
// Find a CRTC compatible with the connector
uint32_t crtcId = 0;
if (platform.crtc)
{
crtcId = platform.crtc->crtc_id;
}
if (platform.crtc) crtcId = platform.crtc->crtc_id;
else
{
// Find a CRTC that's compatible with this connector
@ -939,10 +933,7 @@ void SwapScreenBuffer(void)
// Check which CRTCs are compatible with this connector
drmModeEncoder *encoder = NULL;
if (platform.connector->encoder_id)
{
encoder = drmModeGetEncoder(platform.fd, platform.connector->encoder_id);
}
if (platform.connector->encoder_id) encoder = drmModeGetEncoder(platform.fd, platform.connector->encoder_id);
if (encoder && encoder->crtc_id)
{
@ -962,6 +953,7 @@ void SwapScreenBuffer(void)
platform.crtc = crtc;
break;
}
if (crtc) drmModeFreeCrtc(crtc);
}
}
@ -981,9 +973,7 @@ void SwapScreenBuffer(void)
}
// Set CRTC with better error handling
result = drmModeSetCrtc(platform.fd, crtcId, fb, 0, 0,
&platform.connector->connector_id, 1,
mode);
result = drmModeSetCrtc(platform.fd, crtcId, fb, 0, 0, &platform.connector->connector_id, 1, mode);
if (result != 0)
{
TRACELOG(LOG_ERROR, "DISPLAY: drmModeSetCrtc() failed with result: %d (%s)", result, strerror(errno));
@ -1001,10 +991,7 @@ void SwapScreenBuffer(void)
if (platform.prevFB)
{
result = drmModeRmFB(platform.fd, platform.prevFB);
if (result != 0)
{
TRACELOG(LOG_WARNING, "DISPLAY: drmModeRmFB() failed with result: %d", result);
}
if (result != 0) TRACELOG(LOG_WARNING, "DISPLAY: drmModeRmFB() failed with result: %d", result);
}
platform.prevFB = fb;
@ -1249,7 +1236,7 @@ int InitPlatform(void)
// In certain cases the status of the conneciton is reported as UKNOWN, but it is still connected
// This might be a hardware or software limitation like on Raspberry Pi Zero with composite output
// WARNING: Accept CONNECTED, UNKNOWN and even those without encoder_id connectors for software mode
if (((con->connection == DRM_MODE_CONNECTED) || (con->connection == DRM_MODE_UNKNOWNCONNECTION)) && (con->count_modes > 0)//(con->encoder_id))
if (((con->connection == DRM_MODE_CONNECTED) || (con->connection == DRM_MODE_UNKNOWNCONNECTION)) && (con->count_modes > 0))
{
#if !defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
// For hardware rendering, we need an encoder_id
@ -1259,10 +1246,7 @@ int InitPlatform(void)
platform.connector = con;
break;
}
else
{
TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i connected but no encoder", i);
}
else TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i connected but no encoder", i);
#else
// For software rendering, we can accept even without encoder_id
TRACELOG(LOG_TRACE, "DISPLAY: DRM connector %i suitable for software rendering", i);

View File

@ -776,8 +776,8 @@ RLAPI void rlFramebufferAttach(unsigned int fboId, unsigned int texId, int attac
RLAPI bool rlFramebufferComplete(unsigned int id); // Verify framebuffer is complete
RLAPI void rlUnloadFramebuffer(unsigned int id); // Delete framebuffer from GPU
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
RLAPI void rlCopyFramebuffer(int x, int y, int w, int h, int format, void* pixels);
RLAPI void rlResizeFramebuffer(int width, int height);
RLAPI void rlCopyFramebuffer(int x, int y, int width, int height, int format, void *pixels); // Copy framebuffer pixel data to internal buffer
RLAPI void rlResizeFramebuffer(int width, int height); // Resize internal framebuffer
#endif
// Shaders management
@ -846,7 +846,7 @@ RLAPI void rlLoadDrawQuad(void); // Load and draw a quad
#if defined(GRAPHICS_API_OPENGL_11)
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
#define RLSW_IMPL
#define RLSW_IMPLEMENTATION
#define SW_MALLOC(sz) RL_MALLOC(sz)
#define SW_REALLOC(ptr, newSz) RL_REALLOC(ptr, newSz)
#define SW_FREE(ptr) RL_FREE(ptr)
@ -2357,9 +2357,10 @@ void rlglInit(int width, int height)
#endif
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
if (!swInit(width, height))
int result = swInit(width, height); // Initialize software renderer backend
if (result == 0)
{
TRACELOG(RL_LOG_ERROR, "RLGL: Software renderer initialization failed!");
TRACELOG(RL_LOG_ERROR, "RLSW: Software renderer initialization failed!");
exit(-1);
}
#endif
@ -2385,14 +2386,14 @@ void rlglClose(void)
#if defined(GRAPHICS_API_OPENGL_33) || defined(GRAPHICS_API_OPENGL_ES2)
rlUnloadRenderBatch(RLGL.defaultBatch);
rlUnloadShaderDefault(); // Unload default shader
rlUnloadShaderDefault(); // Unload default shader
glDeleteTextures(1, &RLGL.State.defaultTextureId); // Unload default texture
TRACELOG(RL_LOG_INFO, "TEXTURE: [ID %i] Default texture unloaded successfully", RLGL.State.defaultTextureId);
#endif
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
swClose();
swClose(); // Unload sofware renderer resources
#endif
}
@ -2703,6 +2704,7 @@ void *rlGetProcAddress(const char *procName)
int rlGetVersion(void)
{
int glVersion = 0;
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
glVersion = RL_OPENGL_11_SOFTWARE;
#elif defined(GRAPHICS_API_OPENGL_11)
@ -3747,13 +3749,15 @@ void *rlReadTexturePixels(unsigned int id, int width, int height, int format)
}
#if defined(GRAPHICS_API_OPENGL_11_SOFTWARE)
void rlCopyFramebuffer(int x, int y, int w, int h, int format, void* pixels)
// Copy framebuffer pixel data to internal buffer
void rlCopyFramebuffer(int x, int y, int width, int height, int format, void* pixels)
{
unsigned int glInternalFormat, glFormat, glType;
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType);
swCopyFramebuffer(x, y, w, h, glFormat, glType, pixels);
rlGetGlTextureFormats(format, &glInternalFormat, &glFormat, &glType); // Get OpenGL texture format
swCopyFramebuffer(x, y, width, height, glFormat, glType, pixels);
}
// Resize internal framebuffer
void rlResizeFramebuffer(int width, int height)
{
swResizeFramebuffer(width, height);

View File

@ -1452,7 +1452,7 @@ Rectangle GetGlyphAtlasRec(Font font, int codepoint)
char **LoadTextLines(const char *text, int *count)
{
int lineCount = 1;
int textSize = strlen(text);
int textSize = (int)strlen(text);
// Text pass to get required line count
for (int i = 0; i < textSize; i++)
@ -1679,7 +1679,7 @@ char *GetTextBetween(const char *text, const char *begin, const char *end)
if (beginIndex > -1)
{
int beginLen = strlen(begin);
int beginLen = (int)strlen(begin);
int endIndex = TextFindIndex(text + beginIndex + beginLen, end);
if (endIndex > -1)
@ -1758,15 +1758,15 @@ char *TextReplaceBetween(const char *text, const char *begin, const char *end, c
if (beginIndex > -1)
{
int beginLen = strlen(begin);
int beginLen = (int)strlen(begin);
int endIndex = TextFindIndex(text + beginIndex + beginLen, end);
if (endIndex > -1)
{
endIndex += (beginIndex + beginLen);
int textLen = strlen(text);
int replaceLen = (replacement == NULL)? 0 : strlen(replacement);
int textLen = (int)strlen(text);
int replaceLen = (replacement == NULL)? 0 : (int)strlen(replacement);
int toreplaceLen = endIndex - beginIndex - beginLen;
result = (char *)RL_CALLOC(textLen + replaceLen - toreplaceLen + 1, sizeof(char));

View File

@ -811,8 +811,8 @@ Image GenImageColor(int width, int height, Color color)
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
.mipmaps = 1,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
};
return image;
@ -863,8 +863,8 @@ Image GenImageGradientLinear(int width, int height, int direction, Color start,
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
.mipmaps = 1,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
};
return image;
@ -900,8 +900,8 @@ Image GenImageGradientRadial(int width, int height, float density, Color inner,
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
.mipmaps = 1,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
};
return image;
@ -949,8 +949,8 @@ Image GenImageGradientSquare(int width, int height, float density, Color inner,
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
.mipmaps = 1,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
};
return image;
@ -974,8 +974,8 @@ Image GenImageChecked(int width, int height, int checksX, int checksY, Color col
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
.mipmaps = 1,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
};
return image;
@ -997,8 +997,8 @@ Image GenImageWhiteNoise(int width, int height, float factor)
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
.mipmaps = 1,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
};
return image;
@ -1048,8 +1048,8 @@ Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
.mipmaps = 1,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
};
return image;
@ -1113,8 +1113,8 @@ Image GenImageCellular(int width, int height, int tileSize)
.data = pixels,
.width = width,
.height = height,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8,
.mipmaps = 1
.mipmaps = 1,
.format = PIXELFORMAT_UNCOMPRESSED_R8G8B8A8
};
return image;