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chore: run dotnet format scoped default (was previously scoped to just 'style')

This commit is contained in:
tiger tiger tiger 2026-07-30 15:07:59 +02:00
commit c06874f14a
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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
layerDistance = 0.01f;
wcfg = new WaveTextConfig();
wcfg.WaveSpeed.X = wcfg.WaveSpeed.Y = 3.0f; wcfg.WaveSpeed.Z = 0.5f;
wcfg.WaveSpeed.X = wcfg.WaveSpeed.Y = 3.0f;
wcfg.WaveSpeed.Z = 0.5f;
wcfg.WaveOffset.X = wcfg.WaveOffset.Y = wcfg.WaveOffset.Z = 0.35f;
wcfg.WaveRange.X = wcfg.WaveRange.Y = wcfg.WaveRange.Z = 0.45f;
@ -230,12 +231,16 @@ public partial class Text3D : IExample
}
// Handle text layers changes
if (IsKeyPressed(KeyboardKey.Home)) { if (layers > 1)
if (IsKeyPressed(KeyboardKey.Home))
{
if (layers > 1)
{
--layers;
}
}
else if (IsKeyPressed(KeyboardKey.End)) { if (layers < TextMaxLayers)
else if (IsKeyPressed(KeyboardKey.End))
{
if (layers < TextMaxLayers)
{
++layers;
}
@ -559,19 +564,27 @@ public partial class Text3D : IExample
// Front Face
Rlgl.Normal3f(0.0f, 1.0f, 0.0f); // Normal Pointing Up
Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Left Of The Texture and Quad
Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Right Of The Texture and Quad
Rlgl.TexCoord2f(tx, ty);
Rlgl.Vertex3f(x, y, z); // Top Left Of The Texture and Quad
Rlgl.TexCoord2f(tx, th);
Rlgl.Vertex3f(x, y, z + height); // Bottom Left Of The Texture and Quad
Rlgl.TexCoord2f(tw, th);
Rlgl.Vertex3f(x + width, y, z + height); // Bottom Right Of The Texture and Quad
Rlgl.TexCoord2f(tw, ty);
Rlgl.Vertex3f(x + width, y, z); // Top Right Of The Texture and Quad
if (backface)
{
// Back Face
Rlgl.Normal3f(0.0f, -1.0f, 0.0f); // Normal Pointing Down
Rlgl.TexCoord2f(tx, ty); Rlgl.Vertex3f(x, y, z); // Top Right Of The Texture and Quad
Rlgl.TexCoord2f(tw, ty); Rlgl.Vertex3f(x + width, y, z); // Top Left Of The Texture and Quad
Rlgl.TexCoord2f(tw, th); Rlgl.Vertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
Rlgl.TexCoord2f(tx, th); Rlgl.Vertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
Rlgl.TexCoord2f(tx, ty);
Rlgl.Vertex3f(x, y, z); // Top Right Of The Texture and Quad
Rlgl.TexCoord2f(tw, ty);
Rlgl.Vertex3f(x + width, y, z); // Top Left Of The Texture and Quad
Rlgl.TexCoord2f(tw, th);
Rlgl.Vertex3f(x + width, y, z + height); // Bottom Left Of The Texture and Quad
Rlgl.TexCoord2f(tx, th);
Rlgl.Vertex3f(x, y, z + height); // Bottom Right Of The Texture and Quad
}
Rlgl.End();
Rlgl.PopMatrix();