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EXAMPLES: Format tweaks
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@@ -42,7 +42,7 @@ int main(void)
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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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// Load texture to be applied to the cubes sides
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Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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@@ -69,7 +69,7 @@ int main(void)
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DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
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// Draw cube with an applied texture, but only a defined rectangle piece of the texture
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DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
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DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f },
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(Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
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DrawGrid(10, 1.0f); // Draw a grid
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@@ -85,7 +85,7 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadTexture(texture); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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@@ -171,7 +171,7 @@ void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, f
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rlSetTexture(texture.id);
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// We calculate the normalized texture coordinates for the desired texture-source-rectangle
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// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
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// It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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