Remove trail spaces
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f92ee46d86
commit
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61 changed files with 565 additions and 565 deletions
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@ -9,7 +9,7 @@
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* rlgl.h - OpenGL 1.1 immediate-mode style coding translation layer
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* glad.h - OpenGL extensions initialization library (required by rlgl)
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* raymath.h - 3D math library (required by rlgl)
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* glfw3 - Windows and context initialization library
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* glfw3 - Windows and context initialization library
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*
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* rlgl library is provided as a single-file header-only library, this library
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* allows coding in a pseudo-OpenGL 1.1 style while translating calls to multiple
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@ -95,18 +95,18 @@ int main(void)
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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// GLFW3 Initialization + OpenGL 3.3 Context + Extensions
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//--------------------------------------------------------
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glfwSetErrorCallback(ErrorCallback);
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if (!glfwInit())
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{
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printf("GLFW3: Can not initialize GLFW\n");
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return 1;
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}
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else printf("GLFW3: GLFW initialized successfully\n");
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glfwWindowHint(GLFW_SAMPLES, 4);
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glfwWindowHint(GLFW_DEPTH_BITS, 16);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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@ -117,27 +117,27 @@ int main(void)
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glfwWindowHint( GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE );
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#endif
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GLFWwindow *window = glfwCreateWindow(screenWidth, screenHeight, "rlgl standalone", NULL, NULL);
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if (!window)
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{
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glfwTerminate();
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return 2;
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}
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else printf("GLFW3: Window created successfully\n");
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glfwSetWindowPos(window, 200, 200);
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glfwSetKeyCallback(window, KeyCallback);
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glfwMakeContextCurrent(window);
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glfwSwapInterval(0);
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// Load OpenGL 3.3 supported extensions
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rlLoadExtensions(glfwGetProcAddress);
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//--------------------------------------------------------
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// Initialize OpenGL context (states and resources)
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rlglInit(screenWidth, screenHeight);
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@ -151,18 +151,18 @@ int main(void)
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rlClearColor(245, 245, 245, 255); // Define clear color
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rlEnableDepthTest(); // Enable DEPTH_TEST for 3D
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Camera camera = { 0 };
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camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // 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 }; // Cube default position (center)
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!glfwWindowShouldClose(window))
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Vector3 cubePosition = { 0.0f, 0.0f, 0.0f }; // Cube default position (center)
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!glfwWindowShouldClose(window))
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{
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// Update
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//----------------------------------------------------------------------------------
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@ -189,14 +189,14 @@ int main(void)
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// Draw internal render batch buffers (3D data)
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rlDrawRenderBatchActive();
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//-----------------------------------------------
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// Draw '2D' elements in the scene (GUI)
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//-----------------------------------------------
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#define RLGL_CREATE_MATRIX_MANUALLY
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#if defined(RLGL_CREATE_MATRIX_MANUALLY)
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matProj = MatrixOrtho(0.0, screenWidth, screenHeight, 0.0, 0.0, 1.0);
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matView = MatrixIdentity();
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rlSetMatrixModelview(matView); // Set internal modelview matrix (default shader)
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rlSetMatrixProjection(matProj); // Set internal projection matrix (default shader)
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@ -213,7 +213,7 @@ int main(void)
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// Draw internal render batch buffers (3D data)
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rlDrawRenderBatchActive();
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//-----------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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//----------------------------------------------------------------------------------
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@ -222,11 +222,11 @@ int main(void)
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// De-Initialization
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//--------------------------------------------------------------------------------------
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rlglClose(); // Unload rlgl internal buffers and default shader/texture
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glfwDestroyWindow(window); // Close window
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glfwTerminate(); // Free GLFW3 resources
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//--------------------------------------------------------------------------------------
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return 0;
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}
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