REVIEWED: Camera redesign PR
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73989a4981
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34 changed files with 321 additions and 268 deletions
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@ -42,11 +42,11 @@ int main(void)
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// Define the camera to look into our 3d world
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Camera camera = { 0 };
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camera.position = (Vector3){ 4.0f, 4.0f, 4.0f };
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camera.target = (Vector3){ 0.0f, 1.0f, -1.0f };
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camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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camera.fovy = 45.0f;
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camera.projection = CAMERA_PERSPECTIVE;
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camera.position = (Vector3){ 4.0f, 4.0f, 4.0f }; // Camera position
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camera.target = (Vector3){ 0.0f, 1.0f, -1.0f }; // 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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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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Model model = LoadModel("resources/models/watermill.obj"); // Load OBJ model
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Texture2D texture = LoadTexture("resources/models/watermill_diffuse.png"); // Load model texture
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@ -60,12 +60,12 @@ int main(void)
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Vector3 position = { 0.0f, 0.0f, 0.0f }; // Set model position
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DisableCursor(); // Catch cursor
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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DisableCursor(); // Limit cursor to relative movement inside the window
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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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while (!WindowShouldClose()) // Detect window close button or ESC key
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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