3d Camera: Added support for field-of-view Y
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20 changed files with 53 additions and 46 deletions
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@ -23,7 +23,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera first person");
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// Define the camera to look into our 3d world (position, target, up vector)
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 60.0f };
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// Generates some random columns
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float heights[MAX_COLUMNS];
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@ -40,6 +40,7 @@ int main()
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Vector3 playerPosition = { 4.0f, 2.0f, 4.0f }; // Define player position
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SetCameraMode(CAMERA_FIRST_PERSON); // Set a first person camera mode
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SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -25,12 +25,14 @@ int main()
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // 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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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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SetCameraMode(CAMERA_FREE); // Set a free camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -25,6 +25,7 @@ int main()
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // 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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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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@ -25,6 +25,7 @@ int main()
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camera.position = (Vector3){ 0.0f, 10.0f, 10.0f }; // 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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Vector3 cubePosition = { 0.0f, 1.0f, 0.0f };
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Vector3 cubeSize = { 2.0f, 2.0f, 2.0f };
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@ -35,6 +36,7 @@ int main()
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SetCameraMode(CAMERA_FREE); // Set a free camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [core] example - 3d camera free");
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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 }};
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f };
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@ -30,6 +30,7 @@ int main()
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SetCameraMode(CAMERA_FREE); // Set a free camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - drawing billboards");
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// Define the camera to look into our 3d world
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Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 5.0f, 4.0f, 5.0f }, { 0.0f, 2.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Texture2D bill = LoadTexture("resources/billboard.png"); // Our texture billboard
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Vector3 billPosition = { 0.0f, 2.0f, 0.0f }; // Position where draw billboard
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@ -29,6 +29,7 @@ int main()
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SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our camera position
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SetCameraTarget(camera.target); // Set internal camera target to match our camera target
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SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - box collisions");
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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 }};
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Vector3 playerPosition = { 0.0f, 1.0f, 2.0f };
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Vector3 playerSize = { 1.0f, 2.0f, 1.0f };
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - cubesmap loading and drawing");
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// Define the camera to look into our 3d world
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Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Image image = LoadImage("resources/cubicmap.png"); // Load cubicmap image (RAM)
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Texture2D cubicmap = LoadTextureFromImage(image); // Convert image to texture to display (VRAM)
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@ -37,6 +37,7 @@ int main()
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SetCameraMode(CAMERA_ORBITAL); // Set an orbital camera mode
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SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
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SetCameraFovy(camera.fovy); // Set internal camera field-of-view Y
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -21,7 +21,7 @@ int main()
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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 }};
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Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - heightmap loading and drawing");
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// Define our custom camera to look into our 3d world
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Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 18.0f, 16.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Image image = LoadImage("resources/heightmap.png"); // Load heightmap image (RAM)
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Texture2D texture = LoadTextureFromImage(image); // Convert image to texture (VRAM)
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@ -21,7 +21,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [models] example - obj model loading");
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// Define the camera to look into our 3d world
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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@ -36,7 +36,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - basic lighting");
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// Camera initialization
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Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 8.0f, 8.0f, 8.0f }, { 0.0f, 3.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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// Model initialization
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Vector3 position = { 0.0f, 0.0f, 0.0f };
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@ -30,7 +30,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - custom uniform variable");
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// Define the camera to look into our 3d world
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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@ -30,7 +30,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - model shader");
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// Define the camera to look into our 3d world
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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@ -30,7 +30,7 @@ int main()
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InitWindow(screenWidth, screenHeight, "raylib [shaders] example - postprocessing shader");
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// Define the camera to look into our 3d world
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }};
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Camera camera = {{ 3.0f, 3.0f, 3.0f }, { 0.0f, 1.5f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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Model dwarf = LoadModel("resources/model/dwarf.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/model/dwarf_diffuse.png"); // Load model texture
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