""" This shows how to use the Pyray wrapper around the static binding. """ import pyray as pr pr.init_window(800, 450, "Raylib texture test") pr.set_target_fps(60) image = pr.gen_image_color(800, 400, (0,0,0,255) ) texture = pr.load_texture_from_image(image) pr.update_texture(texture, image.data) camera = pr.Camera3D([18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0) image = pr.load_image("examples/models/resources/heightmap.png") texture = pr.load_texture_from_image(image) mesh = pr.gen_mesh_heightmap(image, (16, 8, 16)) model = pr.load_model_from_mesh(mesh) model.materials.maps[pr.MATERIAL_MAP_ALBEDO].texture = texture pr.unload_image(image) pos = pr.get_mouse_position() ray = pr.get_screen_to_world_ray(pos, camera) while not pr.window_should_close(): pr.update_camera(camera, pr.CAMERA_ORBITAL) pr.begin_drawing() pr.clear_background(pr.RAYWHITE) pr.begin_mode_3d(camera) pr.draw_model(model, (-8.0, 0.0, -8.0), 1.0, pr.RED) pr.draw_grid(20, 1.0) pr.end_mode_3d() pr.draw_text("This mesh should be textured", 190, 200, 20, pr.VIOLET) pr.end_drawing() pos = pr.get_mouse_position() ray = pr.get_screen_to_world_ray(pos, camera) pr.close_window()