add pythonic wrapper, pyray
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18f3fdfe18
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7 changed files with 113 additions and 56 deletions
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@ -2,7 +2,7 @@
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"""
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__version__ = '0.1'
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from ..static import ffi, rl
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from ..static import ffi, rl, prl
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#from ..dynamic import ffi, raylib as rl
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from ..colors import *
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@ -5,4 +5,3 @@ from .helpers import *
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print("RAYLIB STATIC LOADED")
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50
raylib/static/pyray.py
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50
raylib/static/pyray.py
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from . import rl, ffi
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from ..colors import *
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from inspect import ismethod,getmembers,isbuiltin
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import inflection
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class PyRay:
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def pointer(self, struct):
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return ffi.addressof(struct)
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pyray = PyRay()
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def makefunc(a):
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#print("makefunc ",a)
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def func(self, *args):
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modified_args = []
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for arg in args:
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#print(arg, type(arg))
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if type(arg) == str:
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encoded = arg.encode('utf-8')
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modified_args.append(encoded)
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else:
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modified_args.append(arg)
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return a(*modified_args)
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return func
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def makeStructHelper(struct):
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def func(self, *args):
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return ffi.new(f"struct {struct} *", args)[0]
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return func
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for name, attr in getmembers(rl):
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print(name, attr)
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uname = inflection.underscore(name).replace('3_d','_3d').replace('2_d','_2d')
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if isbuiltin(attr):
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#print(attr)
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#print(dir(attr))
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#print(dir(attr.__repr__))
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f = makefunc(attr)
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setattr(PyRay, uname, f)
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#def wrap(*args):
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# print("call to ",attr)
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#setattr(PyRay, uname, lambda *args: print("call to ",attr))
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else:
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setattr(PyRay, name, attr)
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for struct in ('Vector2','Vector3','Vector4','Camera2D', 'Camera3D', 'Quaternion', 'Color'):
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f = makeStructHelper(struct)
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setattr(PyRay, struct, f)
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@ -1,10 +1,7 @@
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"""
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This shows how to use the CFFI dynamic (ABI) binding. Note that is slower and more likely to run into silent errors.
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This shows how to use the CFFI dynamic (ABI) binding. Note that is slower and more likely to run into silent errors and segfaults.
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But it doesnt require any C compiler to build.
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"""
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import pathlib
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MODULE = pathlib.Path(__file__).parent
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from raylib.dynamic import ffi, raylib as rl
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from raylib.colors import *
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@ -12,35 +9,28 @@ rl.InitWindow(800,450,b"Raylib dynamic binding test")
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rl.SetTargetFPS(60)
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camera = ffi.new("struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0])
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imageFile = str(MODULE / "examples/models/resources/heightmap.png").encode('utf-8')
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image = rl.LoadImage(imageFile)
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image = rl.LoadImage(b"examples/models/resources/heightmap.png")
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texture = rl.LoadTextureFromImage(image)
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mesh = rl.GenMeshHeightmap(image, [16, 8, 16])
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model = rl.LoadModelFromMesh(mesh)
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print(model.materials) # SHOULD BE A pointer to a 'struct Material' but some is NULL pointer to 'Material' ?
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model.materials.maps[rl.MAP_DIFFUSE].texture = texture
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mapPosition = ( -8.0, 0.0, -8.0 )
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rl.UnloadImage(image)
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rl.SetCameraMode(camera[0], rl.CAMERA_ORBITAL)
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while not rl.WindowShouldClose():
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rl.UpdateCamera(camera)
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rl.BeginDrawing()
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rl.ClearBackground(RAYWHITE)
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rl.BeginMode3D(camera[0])
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rl.DrawModel(model, mapPosition, 1.0, RED)
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rl.DrawModel(model, (-8.0, 0.0, -8.0), 1.0, RED)
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rl.DrawGrid(20, 1.0)
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rl.EndMode3D()
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rl.DrawText(b"This mesh should be textured", 190, 200, 20, VIOLET)
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rl.EndDrawing()
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rl.CloseWindow()
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"""
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Previously this failed to work in the same place the ctypes binding fails, accessing
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materials of a model. I though it was because Python can't dynamically tell the difference between a pointer and an array.
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30
test_pyray.py
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30
test_pyray.py
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"""
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This shows how to use the Pyray wrapper around the static binding.
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"""
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from raylib.static.pyray import pyray as prl
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from raylib.colors import *
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prl.init_window(800, 450, "Raylib texture test")
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prl.set_target_fps(60)
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camera = prl.Camera3D([18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0)
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image = prl.load_image("examples/models/resources/heightmap.png")
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texture = prl.load_texture_from_image(image)
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mesh = prl.gen_mesh_heightmap(image, (16, 8, 16))
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model = prl.load_model_from_mesh(mesh)
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model.materials.maps[prl.MAP_DIFFUSE].texture = texture
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prl.unload_image(image)
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prl.set_camera_mode(camera, prl.CAMERA_ORBITAL)
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while not prl.window_should_close():
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prl.update_camera(prl.pointer(camera))
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prl.begin_drawing()
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prl.clear_background(RAYWHITE)
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prl.begin_mode_3d(camera)
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prl.draw_model(model, (-8.0, 0.0, -8.0), 1.0, RED)
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prl.draw_grid(20, 1.0)
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prl.end_mode_3d()
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prl.draw_text("This mesh should be textured", 190, 200, 20, VIOLET)
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prl.end_drawing()
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prl.close_window()
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@ -1,4 +1,5 @@
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from raylib.richlib import *
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from raylib.static.pyray import pyray
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WIDTH=800
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HEIGHT=640
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@ -14,6 +15,7 @@ castle.scale.y=2
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castle.scale.x=1
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castle.scale.z=1
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#def init():
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# set_camera_mode(camera, CAMERA_FIRST_PERSON)
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enemy_sphere.draw()
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player.draw()
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castle.draw()
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rl.DrawGrid(10, 10)
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pyray.draw_grid(10, 10)
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def draw2d():
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rl.DrawText(b"Move player with cursors to collide", 220, 40, 20, GRAY)
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rl.DrawFPS(10, 10)
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pyray.draw_text("Move player with cursors to collide", 220, 40, 20, (255,0,0,255))
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rl.DrawText(b"Move player with cursors to collide", 220, 80, 20, (255,0,0,255))
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#prl.DrawFPS(10, 10)
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#pyray.foo(10,10)
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pyray.draw_fps(20,20)
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run()
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"""
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This shows how to use the CFFI static (API) binding. It should be fast and code be as close as possible to original
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C code.
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"""
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from raylib.static import *
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InitWindow(800,450,b"Raylib texture test")
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InitWindow(800, 450, b"Raylib static texture test")
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SetTargetFPS(60)
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print(Vector3(1,1,1))
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camera = ffi.new("struct Camera3D *", [[18.0, 16.0, 18.0], [0.0, 0.0, 0.0], [0.0, 1.0, 0.0], 45.0, 0])
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image = LoadImage(b"examples/models/resources/heightmap.png")
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texture = LoadTextureFromImage(image)
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mesh = GenMeshHeightmap(image, (16, 8, 16))
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model = LoadModelFromMesh(mesh)
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model.materials.maps[MAP_DIFFUSE].texture = texture
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image = LoadImage(b"examples/models/resources/heightmap.png") # Load heightmap image (RAM)
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print(image)
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texture = LoadTextureFromImage(image) # Convert image to texture (VRAM)
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mesh = GenMeshHeightmap(image, ( 16, 8, 16 )) # Generate heightmap mesh (RAM and VRAM)
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print(mesh)
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model = LoadModelFromMesh(mesh) # Load model from generated mesh
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print(model.meshes)
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print(model.meshes[1])
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print(model.materials)
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print(model.materialCount)
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print(model.materials[0].maps[rl.MAP_DIFFUSE])
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model.materials.maps[MAP_DIFFUSE].texture = texture # Set map diffuse texture
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print(model.materials[0].maps[rl.MAP_DIFFUSE].value)
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mapPosition = ( -8.0, 0.0, -8.0 ) # Define model position
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UnloadImage(image) # Unload heightmap image from RAM, already uploaded to VRAM
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SetCameraMode(camera[0], CAMERA_ORBITAL) # Set an orbital camera mode
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UnloadImage(image)
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SetCameraMode(camera[0], CAMERA_ORBITAL)
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while not WindowShouldClose():
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UpdateCamera(camera)
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BeginDrawing()
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ClearBackground(RAYWHITE)
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BeginMode3D(camera[0])
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DrawModel(model, mapPosition, 1.0, RED)
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DrawModel(model, (-8.0, 0.0, -8.0), 1.0, RED)
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DrawGrid(20, 1.0)
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EndMode3D()
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DrawText(b"This mesh should be textured", 190, 200, 20, VIOLET)
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