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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Examples/Shapes/DoublePendulum.cs
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Examples/Shapes/DoublePendulum.cs
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/*******************************************************************************************
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*
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* raylib [shapes] example - double pendulum
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*
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* Example complexity rating: [★★☆☆] 2/4
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*
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* Example originally created with raylib 5.5, last time updated with raylib 5.5
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*
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* Example contributed by JoeCheong (@Joecheong2006) and reviewed by Ramon Santamaria (@raysan5)
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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) 2025 JoeCheong (@Joecheong2006)
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*
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********************************************************************************************/
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namespace Examples.Shapes;
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public partial class DoublePendulum : 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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// Constant for Simulation
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private const int SIMULATION_STEPS = 30;
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private const float G = 9.81f;
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public string Name => "Shapes / Double Pendulum";
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public string Title => "raylib [shapes] example - double pendulum";
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public ConfigFlags ConfigFlags => ConfigFlags.HighDpiWindow;
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// Simulation Parameters
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private float l1, m1, theta1, w1;
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private float l2, m2, theta2, w2;
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private float lengthScaler;
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private float totalM;
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private Vector2 previousPosition;
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// Scale length
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private float L1;
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private float L2;
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// Draw parameters
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private float lineThick, trailThick;
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private float fateAlpha;
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// Create framebuffer
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private RenderTexture2D target;
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// Calculate pendulum end point
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private static Vector2 CalculatePendulumEndPoint(float l, float theta)
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{
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return new(10 * l * MathF.Sin(theta), 10 * l * MathF.Cos(theta));
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}
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// Calculate double pendulum end point
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private static Vector2 CalculateDoublePendulumEndPoint(float l1, float theta1, float l2, float theta2)
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{
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Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
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Vector2 endpoint2 = CalculatePendulumEndPoint(l2, theta2);
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return new(endpoint1.X + endpoint2.X, endpoint1.Y + endpoint2.Y);
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}
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public void Init()
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{
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// Simulation Parameters
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l1 = 15.0f;
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m1 = 0.2f;
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theta1 = DEG2RAD * 170;
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w1 = 0;
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l2 = 15.0f;
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m2 = 0.1f;
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theta2 = DEG2RAD * 0;
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w2 = 0;
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lengthScaler = 0.1f;
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totalM = m1 + m2;
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previousPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
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previousPosition.X += ((float)screenWidth / 2);
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previousPosition.Y += ((float)screenHeight / 2 - 100);
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// Scale length
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L1 = l1 * lengthScaler;
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L2 = l2 * lengthScaler;
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// Draw parameters
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lineThick = 20;
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trailThick = 2;
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fateAlpha = 0.01f;
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// Create framebuffer
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target = LoadRenderTexture(screenWidth, screenHeight);
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SetTextureFilter(target.Texture, TextureFilter.Bilinear);
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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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float dt = GetFrameTime();
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float step = dt / SIMULATION_STEPS, step2 = step * step;
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// Update Physics - larger steps = better approximation
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for (int i = 0; i < SIMULATION_STEPS; i++)
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{
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float delta = theta1 - theta2;
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float sinD = MathF.Sin(delta), cosD = MathF.Cos(delta), cos2D = MathF.Cos(2 * delta);
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float ww1 = w1 * w1, ww2 = w2 * w2;
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// Calculate a1
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float a1 = (-G * (2 * m1 + m2) * MathF.Sin(theta1)
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- m2 * G * MathF.Sin(theta1 - 2 * theta2)
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- 2 * sinD * m2 * (ww2 * L2 + ww1 * L1 * cosD))
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/ (L1 * (2 * m1 + m2 - m2 * cos2D));
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// Calculate a2
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float a2 = (2 * sinD * (ww1 * L1 * totalM
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+ G * totalM * MathF.Cos(theta1)
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+ ww2 * L2 * m2 * cosD))
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/ (L2 * (2 * m1 + m2 - m2 * cos2D));
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// Update thetas
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theta1 += w1 * step + 0.5f * a1 * step2;
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theta2 += w2 * step + 0.5f * a2 * step2;
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// Update omegas
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w1 += a1 * step;
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w2 += a2 * step;
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}
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// Calculate position
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Vector2 currentPosition = CalculateDoublePendulumEndPoint(l1, theta1, l2, theta2);
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currentPosition.X += (float)screenWidth / 2;
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currentPosition.Y += (float)screenHeight / 2 - 100;
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// Draw to render texture
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BeginTextureMode(target);
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// Draw a transparent rectangle - smaller alpha = longer trails
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DrawRectangle(0, 0, screenWidth, screenHeight, Fade(Color.Black, fateAlpha));
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// Draw trail
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DrawCircleV(previousPosition, trailThick, Color.Red);
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DrawLineEx(previousPosition, currentPosition, trailThick * 2, Color.Red);
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EndTextureMode();
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// Update previous position
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previousPosition = currentPosition;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(Color.Black);
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// Draw trails texture
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DrawTextureRec(target.Texture, new Rectangle(0, 0, (float)target.Texture.Width, (float)-target.Texture.Height), new Vector2(0, 0), Color.White);
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// Draw double pendulum
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DrawRectanglePro(new Rectangle(screenWidth / 2.0f, screenHeight / 2.0f - 100, 10 * l1, lineThick),
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new Vector2(0, lineThick * 0.5f), 90 - RAD2DEG * theta1, Color.RayWhite);
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Vector2 endpoint1 = CalculatePendulumEndPoint(l1, theta1);
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DrawRectanglePro(new Rectangle(screenWidth / 2.0f + endpoint1.X, screenHeight / 2.0f - 100 + endpoint1.Y, 10 * l2, lineThick),
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new Vector2(0, lineThick * 0.5f), 90 - RAD2DEG * theta2, Color.RayWhite);
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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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UnloadRenderTexture(target);
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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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SetConfigFlags(ConfigFlags.HighDpiWindow);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - double pendulum");
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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var game = new DoublePendulum();
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game.Init();
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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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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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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