Review ALL examples
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/*******************************************************************************************
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*
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* raylib [models] example - Show the difference between perspective and orthographic projection
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* raylib [models] example - Show the difference between perspective and orthographic projection
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*
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* This program is heavily based on the geometric objects example
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*
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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(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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int screenWidth = 800;
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int screenHeight = 450;
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const int screenWidth = 800;
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const int screenHeight = 450;
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InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
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// Define the camera to look into our 3d world
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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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// Main game loop
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@ -38,14 +38,14 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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if (IsKeyPressed(KEY_SPACE))
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if (IsKeyPressed(KEY_SPACE))
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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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camera.fovy = WIDTH_ORTHOGRAPHIC;
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camera.type = CAMERA_ORTHOGRAPHIC;
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}
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else
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}
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else
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{
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camera.fovy = FOVY_PERSPECTIVE;
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camera.type = CAMERA_PERSPECTIVE;
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