WASM examples (+ backports of new official examples) (#344)
* chg: New build system that uses the officially distributed binaries, bumped version to 8.0.0, simplified git workflow, removed deprecated OpenGL 1.1 functionality. * chg: Modernize CI workflow, enable SourceLink - Bump workflow actions to latest majors (Node 24); drop deprecated softprops/action-gh-release@v1 - Trigger push builds on main instead of master - Create local nuget feed dir before pack (fixes NU1301) - Enable Microsoft.SourceLink.GitHub for debugging symbols (ref PR #340) * fix: centralized version data in Directory.build.props, and fixed various interop details that had incorrect function signatures * chore: updated readme * fix: version the native extract marker and chain download via DependsOnTargets The .extracted marker now includes the raylib package name, so bumping TargetRaylibTag re-extracts the new archive instead of silently keeping (and packing/copying) the previous version's files. _PrepareNativeLibrary and _StageWasmNative now depend directly on _DownloadAndExtractInternal instead of CallTarget-ing it; dependency targets run in the same project instance, so the resolved properties (RaylibPackageName etc.) propagate naturally. * fix: let the binding build for browser-wasm on both net8.0 and net10.0 The net8-era wasm workload (Microsoft.NET.Runtime.WebAssembly.Sdk 8.0.x, auto-imported for RID browser-wasm) treats every browser-wasm project as a wasm app: it forces OutputType=Exe after project evaluation (CS5001 for a classlib) and hooks its app-bundle build after Build, which errors because a library has no assemblies to bundle. Opt Raylib-cs out via DisableAutoWasmBuildApp (props time, before the workload defaults its trigger) and pin OutputType back to Library in Directory.Build.targets (evaluated after the workload props, so the assignment wins). net10's wasm SDK needs neither workaround. * chore: readme updated * chg: simplifying build logic - a simple line in the documentation should save us the code here * fix: Wrong signature of FrameBufferComplete * chore: readme update * feat: samples default to local project reference, and can optionally use the nuget package * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * fix: Examples.csproj runs the download task when building locally * feat: backporting existing raylib-cs examples and new official raylib examples to WASM, adopting raylib's original code style * chore: readme, gitignore, and targets backport. * chore: clean up linter warnings * feat: html harness focuses the example and allows quick navigation with J/K instead. * chore: readme mentions the property to use nuget vs. the local project reference * feat: replaced the J/K navigation with good old HTML buttons * chore: run dotnet format scoped default (was previously scoped to just 'style')
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/*******************************************************************************************
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*
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* raylib [models] example - Drawing billboards
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* raylib [models] example - billboard rendering
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*
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* This example has been created using raylib 1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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* Example complexity rating: [★★★☆] 3/4
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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* Example originally created with raylib 1.3, last time updated with raylib 3.5
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2015-2025 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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using System.Numerics;
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using static Raylib_cs.Raylib;
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namespace Examples.Models;
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public class BillboardDemo
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public partial class BillboardDemo : IExample
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{
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private const int screenWidth = 800;
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private const int screenHeight = 450;
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public string Name => "Models / Billboard Demo";
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public string Title => "raylib [models] example - billboard rendering";
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private Camera3D camera;
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private Texture2D bill;
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private Vector3 billPositionStatic;
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private Vector3 billPositionRotating;
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private Rectangle source;
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private Vector3 billUp;
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private Vector2 size;
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private Vector2 origin;
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private float distanceStatic;
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private float distanceRotating;
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private float rotation;
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public void Init()
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{
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// Define the camera to look into our 3d world
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camera = new();
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camera.Position = new Vector3(5.0f, 4.0f, 5.0f); // Camera position
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camera.Target = new Vector3(0.0f, 2.0f, 0.0f); // Camera looking at point
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camera.Up = new Vector3(0.0f, 1.0f, 0.0f); // Camera up vector (rotation towards target)
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camera.FovY = 45.0f; // Camera field-of-view Y
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camera.Projection = CameraProjection.Perspective; // Camera projection type
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bill = LoadTexture("resources/billboard.png"); // Our billboard texture
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billPositionStatic = new(0.0f, 2.0f, 0.0f); // Position of static billboard
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billPositionRotating = new(1.0f, 2.0f, 1.0f); // Position of rotating billboard
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// Entire billboard texture, source is used to take a segment from a larger texture
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source = new(0.0f, 0.0f, (float)bill.Width, (float)bill.Height);
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// NOTE: Billboard locked on axis-Y
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billUp = new(0.0f, 1.0f, 0.0f);
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// Set the height of the rotating billboard to 1.0 with the aspect ratio fixed
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size = new(source.Width / source.Height, 1.0f);
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// Rotate around origin
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// Here we choose to rotate around the image center
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origin = size * 0.5f;
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// Distance is needed for the correct billboard draw order
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// Larger distance (further away from the camera) should be drawn prior to smaller distance
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distanceStatic = 0.0f;
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distanceRotating = 0.0f;
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rotation = 0.0f;
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}
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public void Update()
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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rotation += 0.4f;
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distanceStatic = Vector3.Distance(camera.Position, billPositionStatic);
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distanceRotating = Vector3.Distance(camera.Position, billPositionRotating);
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//----------------------------------------------------------------------------------
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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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BeginMode3D(camera);
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DrawGrid(10, 1.0f); // Draw a grid
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// Draw order matters!
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if (distanceStatic > distanceRotating)
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{
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
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DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, Color.White);
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}
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else
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{
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DrawBillboardPro(camera, bill, source, billPositionRotating, billUp, size, origin, rotation, Color.White);
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
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}
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EndMode3D();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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public void Unload()
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{
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UnloadTexture(bill); // Unload texture
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}
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public static int Main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - billboard rendering");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
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// Define the camera to look into our 3d world
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Camera3D camera = new();
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camera.Position = new Vector3(5.0f, 4.0f, 5.0f);
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camera.Target = new Vector3(0.0f, 2.0f, 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.Perspective;
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// Our texture billboard
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Texture2D bill = LoadTexture("resources/billboard.png");
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// Position of billboard billboard
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Vector3 billPositionStatic = new(0.0f, 2.0f, 0.0f);
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Vector3 billPositionRotating = new(1.0f, 2.0f, 1.0f);
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// Entire billboard texture, source is used to take a segment from a larger texture.
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Rectangle source = new(0.0f, 0.0f, (float)bill.Width, (float)bill.Height);
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// NOTE: Billboard locked on axis-Y
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Vector3 billUp = new(0.0f, 1.0f, 0.0f);
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// Rotate around origin
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// Here we choose to rotate around the image center
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// NOTE: (-1, 1) is the range where origin.X, origin.Y is inside the texture
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Vector2 rotateOrigin = Vector2.Zero;
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// Distance is needed for the correct billboard draw order
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// Larger distance (further away from the camera) should be drawn prior to smaller distance.
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float distanceStatic = 0.0f;
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float distanceRotating = 0.0f;
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float rotation = 0.0f;
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SetTargetFPS(60);
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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var game = new BillboardDemo();
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game.Init();
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// Main game loop
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while (!WindowShouldClose())
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateCamera(ref camera, CameraMode.Orbital);
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rotation += 0.4f;
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distanceStatic = Vector3.Distance(camera.Position, billPositionStatic);
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distanceRotating = Vector3.Distance(camera.Position, billPositionRotating);
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//----------------------------------------------------------------------------------
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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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BeginMode3D(camera);
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DrawGrid(10, 1.0f);
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// Draw order matters!
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if (distanceStatic > distanceRotating)
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{
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
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DrawBillboardPro(
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camera,
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bill,
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source,
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billPositionRotating,
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billUp,
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new Vector2(1.0f, 1.0f),
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rotateOrigin,
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rotation,
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Color.White
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);
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}
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else
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{
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DrawBillboardPro(
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camera,
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bill,
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source,
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billPositionRotating,
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billUp,
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new Vector2(1.0f, 1.0f),
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rotateOrigin,
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rotation,
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Color.White
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);
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DrawBillboard(camera, bill, billPositionStatic, 2.0f, Color.White);
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}
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EndMode3D();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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game.Update();
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}
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game.Unload();
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(bill);
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CloseWindow();
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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}
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