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REVIEWED: Camera redesign PR
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@@ -43,11 +43,11 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 16.0f, 16.0f, 16.0f };
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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.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){ 16.0f, 16.0f, 16.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 0.0f, 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.fovy = 45.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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float rotationSpeed = 0.2f; // General system rotation speed
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@@ -56,7 +56,8 @@ int main(void)
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float moonRotation = 0.0f; // Rotation of moon around itself
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float moonOrbitRotation = 0.0f; // Rotation of moon around earth in degrees
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DisableCursor(); // Catch cursor
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DisableCursor(); // Limit cursor to relative movement inside the window
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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