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to image

★☆☆☆by Ramon Santamaria (@raysan5)

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//! raylib [textures] example - to image
//!
//! NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
//!
//! Zig-API translation of examples/textures/textures_to_image.c (raylib 6.2).
//! Example licensed under an unmodified zlib/libpng license.
//! Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)

const rl = @import("raylib");

pub fn main() !void {
    // Initialization
    const screen_width = 800;
    const screen_height = 450;

    rl.initWindow(screen_width, screen_height, "raylib [textures] example - to image");
    defer rl.closeWindow(); // Close window and OpenGL context

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    const texture = blk: {
        const image = try rl.loadImage("resources/raylib_logo.png"); // Load image data into CPU memory (RAM)
        const original = try rl.loadTextureFromImage(image); // Image converted to texture, GPU memory (RAM -> VRAM)
        rl.unloadImage(image); // Unload image data from CPU memory (RAM)

        const retrieved = try rl.loadImageFromTexture(original); // Load image from GPU texture (VRAM -> RAM)
        defer rl.unloadImage(retrieved); // Unload retrieved image data from CPU memory (RAM)
        rl.unloadTexture(original); // Unload texture from GPU memory (VRAM)

        break :blk try rl.loadTextureFromImage(retrieved); // Recreate texture from retrieved image data (RAM -> VRAM)
    };
    defer rl.unloadTexture(texture); // Texture unloading

    rl.setTargetFPS(60); // Set our game to run at 60 frames-per-second

    // Main game loop
    while (!rl.windowShouldClose()) { // Detect window close button or ESC key
        // Draw
        rl.beginDrawing();
        defer rl.endDrawing();

        rl.clearBackground(.ray_white);

        rl.drawTexture(texture, screen_width / 2 - @divTrunc(texture.width, 2), screen_height / 2 - @divTrunc(texture.height, 2), .white);

        rl.drawText("this IS a texture loaded from an image!", 300, 370, 10, .gray);
    }
}
/*******************************************************************************************
*
*   raylib [textures] example - to image
*
*   Example complexity rating: [★☆☆☆] 1/4
*
*   NOTE: Images are loaded in CPU memory (RAM); textures are loaded in GPU memory (VRAM)
*
*   Example originally created with raylib 1.3, last time updated with raylib 4.0
*
*   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) 2015-2025 Ramon Santamaria (@raysan5)
*
********************************************************************************************/

#include "raylib.h"

//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 800;
    const int screenHeight = 450;

    InitWindow(screenWidth, screenHeight, "raylib [textures] example - to image");

    // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)

    Image image = LoadImage("resources/raylib_logo.png");  // Load image data into CPU memory (RAM)
    Texture2D texture = LoadTextureFromImage(image);       // Image converted to texture, GPU memory (RAM -> VRAM)
    UnloadImage(image);                                    // Unload image data from CPU memory (RAM)

    image = LoadImageFromTexture(texture);                 // Load image from GPU texture (VRAM -> RAM)
    UnloadTexture(texture);                                // Unload texture from GPU memory (VRAM)

    texture = LoadTextureFromImage(image);                 // Recreate texture from retrieved image data (RAM -> VRAM)
    UnloadImage(image);                                    // Unload retrieved image data from CPU memory (RAM)

    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 IS a texture loaded from an image!", 300, 370, 10, GRAY);

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    UnloadTexture(texture);       // Texture unloading

    CloseWindow();                // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}

From raylib 6.2. The original on GitHub.