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https://github.com/raylib-cs/raylib-cs
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Update enum/color names to match C# naming convention (#224)
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@ -33,7 +33,7 @@ public class ModelCubeTexture
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camera.Target = new Vector3(0.0f, 0.0f, 0.0f);
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f);
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camera.FovY = 45.0f;
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camera.Projection = CameraProjection.CAMERA_PERSPECTIVE;
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camera.Projection = CameraProjection.Perspective;
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// Load texture to be applied to the cubes sides
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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@ -51,12 +51,12 @@ public class ModelCubeTexture
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.RAYWHITE);
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ClearBackground(Color.RayWhite);
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BeginMode3D(camera);
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// Draw cube with an applied texture
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DrawCubeTexture(texture, new Vector3(-2.0f, 2.0f, 0.0f), 2.0f, 4.0f, 2.0f, Color.WHITE);
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DrawCubeTexture(texture, new Vector3(-2.0f, 2.0f, 0.0f), 2.0f, 4.0f, 2.0f, Color.White);
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// Draw cube with an applied texture, but only a defined rectangle piece of the texture
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DrawCubeTextureRec(
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@ -66,7 +66,7 @@ public class ModelCubeTexture
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2.0f,
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2.0f,
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2.0f,
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Color.WHITE
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Color.White
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);
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DrawGrid(10, 1.0f);
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@ -113,7 +113,7 @@ public class ModelCubeTexture
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// Rlgl.Rotatef(45, 0, 1, 0);
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// Rlgl.Scalef(2.0f, 2.0f, 2.0f);
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Rlgl.Begin(DrawMode.QUADS);
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Rlgl.Begin(DrawMode.Quads);
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Rlgl.Color4ub(color.R, color.G, color.B, color.A);
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// Front Face
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@ -239,7 +239,7 @@ public class ModelCubeTexture
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// We calculate the normalized texture coordinates for the desired texture-source-rectangle
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// It means converting from (tex.Width, tex.Height) coordinates to [0.0f, 1.0f] equivalent
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Rlgl.Begin(DrawMode.QUADS);
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Rlgl.Begin(DrawMode.Quads);
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Rlgl.Color4ub(color.R, color.G, color.B, color.A);
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// Front face
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