Simplify camera data switch in orthographic 3d example
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1 changed files with 8 additions and 5 deletions
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@ -13,6 +13,9 @@
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#include "raylib.h"
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#include "raylib.h"
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#define FOVY_PERSPECTIVE 45.0f
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#define WIDTH_ORTHOGRAPHIC 10.0f
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int main()
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int main()
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{
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{
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// Initialization
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// Initialization
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@ -22,10 +25,8 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
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InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
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const Camera perspective_camera = (Camera){{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, CAMERA_PERSPECTIVE };
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const Camera orthographic_camera = (Camera){{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 10.0f, CAMERA_ORTHOGRAPHIC };
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// Define the camera to look into our 3d world
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// Define the camera to look into our 3d world
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Camera camera = perspective_camera;
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------
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@ -45,11 +46,13 @@ int main()
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{
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{
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if(camera.type == CAMERA_PERSPECTIVE)
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if(camera.type == CAMERA_PERSPECTIVE)
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{
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{
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camera = orthographic_camera;
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camera.fovy = WIDTH_ORTHOGRAPHIC;
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camera.type = CAMERA_ORTHOGRAPHIC;
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}
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}
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else
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else
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{
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{
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camera = perspective_camera;
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camera.fovy = FOVY_PERSPECTIVE;
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camera.type = CAMERA_PERSPECTIVE;
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}
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}
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}
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}
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