feat(fixLib): fix release raylib
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1 changed files with 1840 additions and 1840 deletions
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@ -1,6 +1,6 @@
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/*******************************************************************************************
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*
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* raylib [textures] example - Texture source and destination rectangles
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* raylib [textures] example - Texture source and destination rayRectangles
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*
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* Example originally created with raylib 1.3, last time updated with raylib 1.3
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*
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@ -23,7 +23,7 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rectangles");
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InitWindow(screenWidth, screenHeight, "raylib [textures] examples - texture source and destination rayRectangles");
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// NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
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@ -32,13 +32,13 @@ int main(void)
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int frameWidth = scarfy.width/6;
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int frameHeight = scarfy.height;
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// Source rectangle (part of the texture to use for drawing)
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Rectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight };
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// Source rayRectangle (part of the texture to use for drawing)
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rayRectangle sourceRec = { 0.0f, 0.0f, (float)frameWidth, (float)frameHeight };
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// Destination rectangle (screen rectangle where drawing part of texture)
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Rectangle destRec = { screenWidth/2.0f, screenHeight/2.0f, frameWidth*2.0f, frameHeight*2.0f };
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// Destination rayRectangle (screen rayRectangle where drawing part of texture)
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rayRectangle destRec = { screenWidth/2.0f, screenHeight/2.0f, frameWidth*2.0f, frameHeight*2.0f };
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// Origin of the texture (rotation/scale point), it's relative to destination rectangle size
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// Origin of the texture (rotation/scale point), it's relative to destination rayRectangle size
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Vector2 origin = { (float)frameWidth, (float)frameHeight };
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int rotation = 0;
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@ -62,7 +62,7 @@ int main(void)
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// NOTE: Using DrawTexturePro() we can easily rotate and scale the part of the texture we draw
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// sourceRec defines the part of the texture we use for drawing
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// destRec defines the rectangle where our texture part will fit (scaling it to fit)
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// destRec defines the rayRectangle where our texture part will fit (scaling it to fit)
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// origin defines the point of the texture used as reference for rotation and scaling
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// rotation defines the texture rotation (using origin as rotation point)
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DrawTexturePro(scarfy, sourceRec, destRec, origin, (float)rotation, WHITE);
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@ -80,7 +80,7 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadTexture(scarfy); // Texture unloading
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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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