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