feat(fixLib): fix release raylib
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ae50bfa2cc
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19 changed files with 1840 additions and 1840 deletions
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@ -104,7 +104,7 @@ int main(void)
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UnloadModelAnimations(anims, animsCount); // Unload model animations data
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -39,7 +39,7 @@ int main(void)
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Vector3 billPositionRotating = { 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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Rectangle source = { 0.0f, 0.0f, (float)bill.width, (float)bill.height };
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rayRectangle source = { 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 = { 0.0f, 1.0f, 0.0f };
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@ -104,7 +104,7 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadTexture(bill); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -119,7 +119,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -71,7 +71,7 @@ int main(void)
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EndMode3D();
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DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
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DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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DrawrayRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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DrawText("cubicmap image used to", 658, 90, 10, GRAY);
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DrawText("generate map 3d model", 658, 104, 10, GRAY);
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@ -88,7 +88,7 @@ int main(void)
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UnloadTexture(texture); // Unload map texture
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UnloadModel(model); // Unload map model
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -19,7 +19,7 @@
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// Custom Functions Declaration
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//------------------------------------------------------------------------------------
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void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
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void DrawCubeTextureRec(Texture2D texture, rayRectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
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//------------------------------------------------------------------------------------
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// Program main entry point
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@ -66,8 +66,8 @@ int main(void)
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// Draw cube with an applied texture
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DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, 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(texture, (Rectangle){ 0, texture.height/2, texture.width/2, texture.height/2 },
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// Draw cube with an applied texture, but only a defined rayRectangle piece of the texture
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DrawCubeTextureRec(texture, (rayRectangle){ 0, texture.height/2, texture.width/2, texture.height/2 },
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(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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@ -84,7 +84,7 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -157,7 +157,7 @@ void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float hei
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}
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// Draw cube with texture piece applied to all faces
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void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
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void DrawCubeTextureRec(Texture2D texture, rayRectangle source, Vector3 position, float width, float height, float length, Color color)
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{
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float x = position.x;
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float y = position.y;
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@ -168,7 +168,7 @@ void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, f
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// Set desired texture to be enabled while drawing following vertex data
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rlSetTexture(texture.id);
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// We calculate the normalized texture coordinates for the desired texture-source-rectangle
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// We calculate the normalized texture coordinates for the desired texture-source-rayRectangle
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// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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@ -87,7 +87,7 @@ int main(void)
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{
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if ((mapPixels[y*cubicmap.width + x].r == 255) && // Collision: white pixel, only check R channel
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(CheckCollisionCircleRec(playerPos, playerRadius,
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(Rectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
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(rayRectangle){ mapPosition.x - 0.5f + x*1.0f, mapPosition.z - 0.5f + y*1.0f, 1.0f, 1.0f })))
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{
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// Collision detected, reset camera position
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camera.position = oldCamPos;
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@ -107,10 +107,10 @@ int main(void)
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EndMode3D();
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DrawTextureEx(cubicmap, (Vector2){ GetScreenWidth() - cubicmap.width*4.0f - 20, 20.0f }, 0.0f, 4.0f, WHITE);
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DrawRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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DrawrayRectangleLines(GetScreenWidth() - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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// Draw player position radar
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DrawRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
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DrawrayRectangle(GetScreenWidth() - cubicmap.width*4 - 20 + playerCellX*4, 20 + playerCellY*4, 4, 4, RED);
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DrawFPS(10, 10);
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@ -126,7 +126,7 @@ int main(void)
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UnloadTexture(texture); // Unload map texture
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UnloadModel(model); // Unload map model
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -81,7 +81,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -70,7 +70,7 @@ int main(void)
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EndMode3D();
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DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
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DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
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DrawrayRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
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DrawFPS(10, 10);
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@ -83,7 +83,7 @@ int main(void)
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -146,7 +146,7 @@ int main(void)
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UnloadTexture(texture); // Unload texture
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -96,7 +96,7 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload model and meshes/material
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -167,7 +167,7 @@ int main(void)
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UnloadModel(model); // Unload model
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -110,8 +110,8 @@ int main(void)
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EndMode3D();
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// Display info
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DrawRectangle(10, 400, 310, 30, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(10, 400, 310, 30, Fade(DARKBLUE, 0.5f));
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DrawrayRectangle(10, 400, 310, 30, Fade(SKYBLUE, 0.5f));
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DrawrayRectangleLines(10, 400, 310, 30, Fade(DARKBLUE, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE VOX MODELS", 40, 410, 10, BLUE);
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DrawText(TextFormat("File: %s", GetFileName(voxFileNames[currentModel])), 10, 10, 20, GRAY);
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@ -124,7 +124,7 @@ int main(void)
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// Unload models data (GPU VRAM)
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for (int i = 0; i < MAX_VOX_FILES; i++) UnloadModel(models[i]);
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -108,8 +108,8 @@ int main(void)
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EndMode3D();
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DrawRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
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DrawRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
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DrawrayRectangle(30, 400, 310, 30, Fade(SKYBLUE, 0.5f));
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DrawrayRectangleLines(30, 400, 310, 30, Fade(DARKBLUE, 0.5f));
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DrawText("MOUSE LEFT BUTTON to CYCLE PROCEDURAL MODELS", 40, 410, 10, BLUE);
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switch(currentModel)
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@ -137,7 +137,7 @@ int main(void)
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// Unload models data (GPU VRAM)
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for (int i = 0; i < NUM_MODELS; i++) UnloadModel(models[i]);
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -239,7 +239,7 @@ int main(void)
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UnloadModel(tower); // Unload model
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -95,7 +95,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -119,7 +119,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -176,7 +176,7 @@ int main(void)
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UnloadModel(skybox); // Unload skybox model
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -110,7 +110,7 @@ int main()
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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@ -99,8 +99,8 @@ int main(void)
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EndMode3D();
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// Draw controls info
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DrawRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f));
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DrawRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f));
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DrawrayRectangle(30, 370, 260, 70, Fade(GREEN, 0.5f));
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DrawrayRectangleLines(30, 370, 260, 70, Fade(DARKGREEN, 0.5f));
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DrawText("Pitch controlled with: KEY_UP / KEY_DOWN", 40, 380, 10, DARKGRAY);
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DrawText("Roll controlled with: KEY_LEFT / KEY_RIGHT", 40, 400, 10, DARKGRAY);
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DrawText("Yaw controlled with: KEY_A / KEY_S", 40, 420, 10, DARKGRAY);
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@ -115,7 +115,7 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadModel(model); // Unload model data
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CloseWindow(); // Close window and OpenGL context
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rayCloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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