So, I downloaded the mac asset from last successful action workflow, and compiled this:
#include"raylib.h"intmain(void) {
constintscreenWidth=800;
constintscreenHeight=450;
InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
Texture2Dtexture=LoadTexture("raylib_logo.png");
while (!WindowShouldClose()) {
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(texture, screenWidth / 2-texture.width / 2, screenHeight / 2-texture.height / 2, WHITE);
DrawText("this IS a texture!", 360, 370, 10, GRAY);
EndDrawing();
}
UnloadTexture(texture);
CloseWindow();
return0;
}with ./emraylib textures_logo_raylib.c -o textures_logo_raylib then ran ./raywasm textures_logo_raylib.wasm, and it opens and closes, without error. Do I need to structure my code differently?
So, I downloaded the mac asset from last successful action workflow, and compiled this:
with
./emraylib textures_logo_raylib.c -o textures_logo_raylibthen ran./raywasm textures_logo_raylib.wasm, and it opens and closes, without error. Do I need to structure my code differently?