chore: run dotnet format scoped default (was previously scoped to just 'style')
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8799edf99b
commit
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23 changed files with 749 additions and 485 deletions
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@ -135,7 +135,8 @@ public partial class Text3D : IExample
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layerDistance = 0.01f;
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wcfg = new WaveTextConfig();
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wcfg.WaveSpeed.X = wcfg.WaveSpeed.Y = 3.0f; wcfg.WaveSpeed.Z = 0.5f;
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wcfg.WaveSpeed.X = wcfg.WaveSpeed.Y = 3.0f;
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wcfg.WaveSpeed.Z = 0.5f;
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wcfg.WaveOffset.X = wcfg.WaveOffset.Y = wcfg.WaveOffset.Z = 0.35f;
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wcfg.WaveRange.X = wcfg.WaveRange.Y = wcfg.WaveRange.Z = 0.45f;
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@ -230,12 +231,16 @@ public partial class Text3D : IExample
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}
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// Handle text layers changes
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if (IsKeyPressed(KeyboardKey.Home)) { if (layers > 1)
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if (IsKeyPressed(KeyboardKey.Home))
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{
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if (layers > 1)
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{
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--layers;
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}
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}
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else if (IsKeyPressed(KeyboardKey.End)) { if (layers < TextMaxLayers)
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else if (IsKeyPressed(KeyboardKey.End))
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{
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if (layers < TextMaxLayers)
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{
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++layers;
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}
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@ -559,19 +564,27 @@ public partial class Text3D : IExample
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// Front Face
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Rlgl.Normal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
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Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Left Of The Texture and Quad
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Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
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Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
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Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Right Of The Texture and Quad
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Rlgl.TexCoord2f(tx, ty);
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Rlgl.Vertex3f(x, y, z); // Top Left Of The Texture and Quad
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Rlgl.TexCoord2f(tx, th);
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Rlgl.Vertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
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Rlgl.TexCoord2f(tw, th);
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Rlgl.Vertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
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Rlgl.TexCoord2f(tw, ty);
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Rlgl.Vertex3f(x + width, y, z); // Top Right Of The Texture and Quad
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if (backface)
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{
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// Back Face
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Rlgl.Normal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
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Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Right Of The Texture and Quad
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Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Left Of The Texture and Quad
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Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
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Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
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Rlgl.TexCoord2f(tx, ty);
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Rlgl.Vertex3f(x, y, z); // Top Right Of The Texture and Quad
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Rlgl.TexCoord2f(tw, ty);
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Rlgl.Vertex3f(x + width, y, z); // Top Left Of The Texture and Quad
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Rlgl.TexCoord2f(tw, th);
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Rlgl.Vertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
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Rlgl.TexCoord2f(tx, th);
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Rlgl.Vertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
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}
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Rlgl.End();
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Rlgl.PopMatrix();
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