REVIEWED: Camera redesign PR
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34 changed files with 321 additions and 268 deletions
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@ -40,6 +40,7 @@ int main(void)
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camera.target = (Vector3){ 0.0f, 0.0f, 0.7f }; // 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 = 65.0f; // Camera field-of-view Y
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camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load raymarching shader
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// NOTE: Defining 0 (NULL) for vertex shader forces usage of internal default vertex shader
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@ -56,12 +57,12 @@ int main(void)
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float runTime = 0.0f;
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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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