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Corrected some bugs and warnings
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@@ -1411,12 +1411,14 @@ Vector3 rlglUnproject(Vector3 source, Matrix proj, Matrix view)
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//glGetIntegerv(GL_VIEWPORT, viewport);
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// Viewport data
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/*
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int x = 0;
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int y = 0;
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int width = GetScreenWidth();
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int height = GetScreenHeight();
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float minDepth = 0.0f;
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float maxDepth = 1.0f;
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*/
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/*
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Matrix modelviewprojection = MatrixMultiply(modelview, projection);
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MatrixInvert(&modelviewprojection);
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