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REVIEWED: Camera redesign PR
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@@ -44,11 +44,11 @@ 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){ -125.0f, 125.0f, -125.0f };
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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){ -125.0f, 125.0f, -125.0f }; // 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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// Define mesh to be instanced
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Mesh cube = GenMeshCube(1.0f, 1.0f, 1.0f);
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@@ -94,12 +94,12 @@ int main(void)
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Material matDefault = LoadMaterialDefault();
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matDefault.maps[MATERIAL_MAP_DIFFUSE].color = BLUE;
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DisableCursor(); // Catch cursor
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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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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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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