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How to use raywasm? #12

@konsumer

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@konsumer

So, I downloaded the mac asset from last successful action workflow, and compiled this:

#include "raylib.h"

int main(void) {
  const int screenWidth = 800;
  const int screenHeight = 450;

  InitWindow(screenWidth, screenHeight, "raylib [textures] example - texture loading and drawing");
  Texture2D texture = 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();
  return 0;
}

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?

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