mirror of
https://github.com/raysan5/raylib.git
synced 2026-07-31 04:38:54 +00:00
Fix various warnings when building in VC2022 (#6020)
This commit is contained in:
@@ -90,7 +90,7 @@ int main(void)
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for (int i = 0; i < BUFFER_SIZE; i++)
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{
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int wavelength = SAMPLE_RATE/sineFrequency;
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buffer[i] = sin(2*PI*sineIndex/wavelength);
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buffer[i] = sinf(2*PI*sineIndex/wavelength);
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sineIndex++;
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if (sineIndex >= wavelength)
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@@ -116,8 +116,8 @@ int main(void)
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DrawText("Up/down to change frequency", 10, 10, 20, DARKGRAY);
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DrawText("Left/right to pan", 10, 30, 20, DARKGRAY);
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int windowStart = (GetTime() - sineStartTime)*SAMPLE_RATE;
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int windowSize = 0.1f*SAMPLE_RATE;
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int windowStart = (int)((GetTime() - sineStartTime)*SAMPLE_RATE);
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int windowSize = SAMPLE_RATE/10;
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int wavelength = SAMPLE_RATE/sineFrequency;
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// Draw a sine wave with the same frequency as the one being sent to the audio stream
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@@ -125,8 +125,8 @@ int main(void)
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{
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int t0 = windowStart + i*windowSize/screenWidth;
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int t1 = windowStart + (i + 1)*windowSize/screenWidth;
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Vector2 startPos = { i, 250 + 50*sin(2*PI*t0/wavelength) };
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Vector2 endPos = { i + 1, 250 + 50*sin(2*PI*t1/wavelength) };
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Vector2 startPos = { (float)i, 250 + 50*sinf(2*PI*t0/wavelength) };
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Vector2 endPos = { (float)i + 1, 250 + 50*sinf(2*PI*t1/wavelength) };
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DrawLineV(startPos, endPos, RED);
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}
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@@ -133,8 +133,8 @@ int main(void)
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// Draw the last 10 ms of uploaded audio
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for (int i = 0; i < screenWidth; i++)
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{
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Vector2 startPos = { i, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + i*SAMPLE_RATE/100/screenWidth] };
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Vector2 endPos = { i + 1, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + (i + 1)*SAMPLE_RATE/100/screenWidth] };
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Vector2 startPos = {(float)i, 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + i*SAMPLE_RATE/100/screenWidth] };
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Vector2 endPos = { (float)(i + 1), 250 - 50*buffer[SAMPLE_RATE - SAMPLE_RATE/100 + (i + 1)*SAMPLE_RATE/100/screenWidth] };
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DrawLineV(startPos, endPos, RED);
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}
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@@ -161,9 +161,9 @@ static void SineCallback(void *framesOut, unsigned int frameCount)
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int wavelength = SAMPLE_RATE/waveFrequency;
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// Synthesize the sine wave
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for (int i = 0; i < frameCount; i++)
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for (unsigned int i = 0; i < frameCount; i++)
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{
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((float *)framesOut)[i] = sin(2*PI*waveIndex/wavelength);
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((float *)framesOut)[i] = sinf(2*PI*waveIndex/wavelength);
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waveIndex++;
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@@ -175,8 +175,8 @@ static void SineCallback(void *framesOut, unsigned int frameCount)
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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for (unsigned int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (unsigned int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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}
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static void SquareCallback(void *framesOut, unsigned int frameCount)
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@@ -184,9 +184,9 @@ static void SquareCallback(void *framesOut, unsigned int frameCount)
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int wavelength = SAMPLE_RATE/waveFrequency;
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// Synthesize the square wave
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for (int i = 0; i < frameCount; i++)
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for (unsigned int i = 0; i < frameCount; i++)
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{
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((float *)framesOut)[i] = (waveIndex < wavelength/2)? 1 : -1;
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((float *)framesOut)[i] = (waveIndex < wavelength/2)? 1.0f : -1.0f;
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waveIndex++;
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if (waveIndex >= wavelength)
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@@ -197,8 +197,8 @@ static void SquareCallback(void *framesOut, unsigned int frameCount)
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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for (unsigned int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (unsigned int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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}
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static void TriangleCallback(void *framesOut, unsigned int frameCount)
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@@ -206,7 +206,7 @@ static void TriangleCallback(void *framesOut, unsigned int frameCount)
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int wavelength = SAMPLE_RATE/waveFrequency;
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// Synthesize the triangle wave
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for (int i = 0; i < frameCount; i++)
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for (unsigned int i = 0; i < frameCount; i++)
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{
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((float *)framesOut)[i] = (waveIndex < wavelength/2)? (-1 + 2.0f*waveIndex/(wavelength/2)) : (1 - 2.0f*(waveIndex - wavelength/2)/(wavelength/2));
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waveIndex++;
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@@ -219,8 +219,8 @@ static void TriangleCallback(void *framesOut, unsigned int frameCount)
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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for (unsigned int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (unsigned int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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}
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static void SawtoothCallback(void *framesOut, unsigned int frameCount)
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@@ -228,7 +228,7 @@ static void SawtoothCallback(void *framesOut, unsigned int frameCount)
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int wavelength = SAMPLE_RATE/waveFrequency;
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// Synthesize the sawtooth wave
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for (int i = 0; i < frameCount; i++)
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for (unsigned int i = 0; i < frameCount; i++)
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{
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((float *)framesOut)[i] = -1 + 2.0f*waveIndex/wavelength;
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waveIndex++;
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@@ -241,6 +241,6 @@ static void SawtoothCallback(void *framesOut, unsigned int frameCount)
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}
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// Save the synthesized samples for later drawing
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for (int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float *)framesOut)[i];
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for (unsigned int i = 0; i < SAMPLE_RATE - frameCount; i++) buffer[i] = buffer[i + frameCount];
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for (unsigned int i = 0; i < frameCount; i++) buffer[SAMPLE_RATE - frameCount + i] = ((float*)framesOut)[i];
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}
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@@ -88,7 +88,7 @@ int main(void)
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DrawCircleV(GetMousePosition(), 20, MAROON);
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DrawRectangleRec((Rectangle) { mousePos.x - 25, mousePos.y, 50, 2 }, BLACK);
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DrawRectangleRec((Rectangle) { mousePos.x, mousePos.y - 25, 2, 50 }, BLACK);
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DrawText(TextFormat("[%i,%i]", GetMouseX(), GetMouseY()), mousePos.x - 44,
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DrawText(TextFormat("[%i,%i]", GetMouseX(), GetMouseY()), (int)mousePos.x - 44,
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(mousePos.y > GetScreenHeight() - 60)? (int)mousePos.y - 46 : (int)mousePos.y + 30, 20, BLACK);
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EndDrawing();
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@@ -212,12 +212,12 @@ static void UpdateModelAnimationBones(Model *model, ModelAnimation *anim0, int f
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if (frame1 < 0) frame1 = 0;
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// Get bone count (use minimum of all to be safe)
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int boneCount = model->skeleton.boneCount;
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unsigned int boneCount = model->skeleton.boneCount;
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if (anim0->boneCount < boneCount) boneCount = anim0->boneCount;
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if (anim1->boneCount < boneCount) boneCount = anim1->boneCount;
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// Blend each bone
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for (int boneIndex = 0; boneIndex < boneCount; boneIndex++)
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for (unsigned int boneIndex = 0; boneIndex < boneCount; boneIndex++)
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{
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// Determine blend factor for this bone
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float boneBlendFactor = blend;
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@@ -252,7 +252,7 @@ int main(void)
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GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_CENTER);
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GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize*2);
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GuiLabel((Rectangle){ 0, GetScreenHeight() - 100.0f, GetScreenWidth(), 40 }, "PRESS SPACE to START BLENDING");
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GuiLabel((Rectangle){ 0, GetScreenHeight() - 100.0f, (float)GetScreenWidth(), 40 }, "PRESS SPACE to START BLENDING");
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GuiSetStyle(DEFAULT, TEXT_SIZE, GuiGetFont().baseSize);
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GuiSetStyle(LABEL, TEXT_ALIGNMENT, TEXT_ALIGN_LEFT);
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@@ -103,7 +103,7 @@ int main(void)
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if (collision.hit && (collision.distance < closestDistance))
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{
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closestDistance = collision.distance;
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closestVoxelPosition = (Vector3){ x, y, z };
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closestVoxelPosition = (Vector3){ (float)x, (float)y, (float)z };
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voxelFound = true;
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}
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}
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@@ -64,7 +64,7 @@ int main(void)
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int boneSocketIndex[BONE_SOCKETS] = { -1, -1, -1 };
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// Search bones for sockets
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for (int i = 0; i < characterModel.skeleton.boneCount; i++)
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for (unsigned int i = 0; i < characterModel.skeleton.boneCount; i++)
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{
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if (TextIsEqual(characterModel.skeleton.bones[i].name, "socket_hat"))
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{
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@@ -119,7 +119,7 @@ static void DrawModelSkeleton(ModelSkeleton skeleton, ModelAnimPose pose, float
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{
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// Loop to (boneCount - 1) because the last one is a special "no bone" bone,
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// needed to workaround buggy models without a -1, a cube is always drawn at the origin
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for (int i = 0; i < skeleton.boneCount - 1; i++)
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for (unsigned int i = 0; i < skeleton.boneCount - 1; i++)
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{
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// Display the frame-pose skeleton
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DrawCube(pose[i].translation, scale*0.05f, scale*0.05f, scale*0.05f, color);
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@@ -82,8 +82,8 @@ int main(void)
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if (IsTextureValid(collection[i].texture))
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{
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DrawTexturePro(collection[i].texture,
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(Rectangle){0,0,collection[i].texture.width, collection[i].texture.height},
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(Rectangle){collection[i].position.x,collection[i].position.y,collection[i].texture.width, collection[i].texture.height},
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(Rectangle){0,0,(float)collection[i].texture.width, (float)collection[i].texture.height},
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(Rectangle){collection[i].position.x,collection[i].position.y, (float)collection[i].texture.width, (float)collection[i].texture.height},
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(Vector2){collection[i].texture.width*0.5f, collection[i].texture.height*0.5f},
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0.0f, WHITE);
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}
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@@ -115,7 +115,7 @@ int main(void)
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EndMode3D();
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DrawRectangleLines((int)((subjectTarget.texture.width - captureSize)/2.0f), (int)((subjectTarget.texture.height - captureSize)/2.0f), captureSize, captureSize, GREEN);
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DrawRectangleLines((int)((subjectTarget.texture.width - captureSize)/2.0f), (int)((subjectTarget.texture.height - captureSize)/2.0f), (int)captureSize, (int)captureSize, GREEN);
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DrawText("Subject View", 10, subjectTarget.texture.height - 30, 20, BLACK);
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EndTextureMode();
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