use sge_vectors::UVec2;
use sge::prelude::*;
fn main() -> anyhow::Result<()> {
init("Render textures")?;
use_nearest_filtering();
let size = UVec2::new(50, 50);
let fsize = size.as_vec2();
let render_texture = create_empty_render_texture(size.x, size.y)?;
loop {
clear_screen(Color::BLACK);
start_rendering_to_texture(render_texture);
clear_screen(Color::WHITE);
draw_circle_world(Vec2::ZERO, 25.0, Color::PINK_500);
draw_tri(
Vec2::new(0.0, fsize.y),
fsize / 2.0,
fsize,
Color::GREEN_500,
);
draw_square(Vec2::ZERO, 10.0, Color::SKY_400);
end_rendering_to_texture();
draw_fullscreen_texture(render_texture.color_texture);
if should_quit() {
break;
}
next_frame();
}
Ok(())
}