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	RENAMED: camera.type -> camera.projection
This commit is contained in:
		@@ -43,7 +43,7 @@ int main(void)
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    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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					    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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					    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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    camera.fovy = 45.0f;
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					    camera.fovy = 45.0f;
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    camera.type = CAMERA_PERSPECTIVE;
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					    camera.projection = CAMERA_PERSPECTIVE;
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    SetCameraMode(camera, CAMERA_FREE);
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					    SetCameraMode(camera, CAMERA_FREE);
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@@ -30,7 +30,7 @@ int main()
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    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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					    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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					    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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    camera.fovy = 70.0f;
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					    camera.fovy = 70.0f;
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    camera.type = CAMERA_PERSPECTIVE;
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					    camera.projection = CAMERA_PERSPECTIVE;
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    // Specify the amount of blocks in each direction
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					    // Specify the amount of blocks in each direction
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    const int numBlocks = 15;
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					    const int numBlocks = 15;
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@@ -54,7 +54,7 @@ int main(void)
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    camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
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					    camera.target = (Vector3){ 0.0f, 0.5f, 0.0f };      // Camera looking at point
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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					    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };          // Camera up vector (rotation towards target)
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    camera.fovy = 45.0f;                                // Camera field-of-view Y
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					    camera.fovy = 45.0f;                                // Camera field-of-view Y
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    camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type
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					    camera.projection = CAMERA_PERSPECTIVE;                   // Camera mode type
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    // Load models
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					    // Load models
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    Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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					    Model modelA = LoadModelFromMesh(GenMeshTorus(0.4f, 1.0f, 16, 32));
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@@ -41,7 +41,7 @@ int main(void)
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    camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
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					    camera.target = (Vector3){ 0.0f, 1.5f, 0.0f };
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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					    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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    camera.fovy = 45.0f;
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					    camera.fovy = 45.0f;
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    camera.type = CAMERA_PERSPECTIVE;
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					    camera.projection = CAMERA_PERSPECTIVE;
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    Model model = LoadModel("resources/models/barracks.obj");                   // Load OBJ model
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					    Model model = LoadModel("resources/models/barracks.obj");                   // Load OBJ model
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    Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png");   // Load model texture (diffuse map)
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					    Texture2D texture = LoadTexture("resources/models/barracks_diffuse.png");   // Load model texture (diffuse map)
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@@ -41,7 +41,7 @@ int main(void)
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    camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
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					    camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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					    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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    camera.fovy = 45.0f;
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					    camera.fovy = 45.0f;
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    camera.type = CAMERA_PERSPECTIVE;
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					    camera.projection = CAMERA_PERSPECTIVE;
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    Model model = LoadModel("resources/models/watermill.obj");                   // Load OBJ model
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					    Model model = LoadModel("resources/models/watermill.obj");                   // Load OBJ model
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    Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png");   // Load model texture
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					    Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png");   // Load model texture
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@@ -44,7 +44,7 @@ int main(void)
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    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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					    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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					    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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    camera.fovy = 45.0f;
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					    camera.fovy = 45.0f;
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    camera.type = CAMERA_PERSPECTIVE;
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					    camera.projection = CAMERA_PERSPECTIVE;
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    const int count = 10000;                                 // Number of instances to display 
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					    const int count = 10000;                                 // Number of instances to display 
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    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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					    Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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@@ -42,7 +42,7 @@ int main(void)
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    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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					    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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					    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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    camera.fovy = 45.0f;
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					    camera.fovy = 45.0f;
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    camera.type = CAMERA_PERSPECTIVE;
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					    camera.projection = CAMERA_PERSPECTIVE;
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    // Define our three models to show the shader on
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					    // Define our three models to show the shader on
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    Mesh torus = GenMeshTorus(.3, 1, 16, 32);
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					    Mesh torus = GenMeshTorus(.3, 1, 16, 32);
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