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			@ -1378,33 +1378,33 @@ RLAPI void DrawGrid(int slices, float spacing); | 
			
		
		
	
		
			
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			// Model 3d Loading and Drawing Functions (Module: models) | 
			
		
		
	
		
			
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			//------------------------------------------------------------------------------------ | 
			
		
		
	
		
			
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			// Model loading/unloading functions | 
			
		
		
	
		
			
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			// Model management functions | 
			
		
		
	
		
			
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			RLAPI Model LoadModel(const char *fileName);                                                // Load model from files (meshes and materials) | 
			
		
		
	
		
			
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			RLAPI Model LoadModelFromMesh(Mesh mesh);                                                   // Load model from generated mesh (default material) | 
			
		
		
	
		
			
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			RLAPI void UnloadModel(Model model);                                                        // Unload model (including meshes) from memory (RAM and/or VRAM) | 
			
		
		
	
		
			
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			RLAPI void UnloadModelKeepMeshes(Model model);                                              // Unload model (but not meshes) from memory (RAM and/or VRAM) | 
			
		
		
	
		
			
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			RLAPI BoundingBox GetModelBoundingBox(Model model);                                         // Compute model bounding box limits (considers all meshes) | 
			
		
		
	
		
			
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			// Mesh loading/unloading functions | 
			
		
		
	
		
			
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			// Model drawing functions | 
			
		
		
	
		
			
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			RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set) | 
			
		
		
	
		
			
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			RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters | 
			
		
		
	
		
			
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			RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                      // Draw a model wires (with texture if set) | 
			
		
		
	
		
			
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			RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters | 
			
		
		
	
		
			
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			RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires) | 
			
		
		
	
		
			
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			RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint);   // Draw a billboard texture | 
			
		
		
	
		
			
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			RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source | 
			
		
		
	
		
			
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			RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation | 
			
		
		
	
		
			
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			// Mesh management functions | 
			
		
		
	
		
			
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			RLAPI void UploadMesh(Mesh *mesh, bool dynamic);                                            // Upload mesh vertex data in GPU and provide VAO/VBO ids | 
			
		
		
	
		
			
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			RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset);    // Update mesh vertex data in GPU for a specific buffer index | 
			
		
		
	
		
			
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			RLAPI void UnloadMesh(Mesh mesh);                                                           // Unload mesh data from CPU and GPU | 
			
		
		
	
		
			
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			RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform);                        // Draw a 3d mesh with material and transform | 
			
		
		
	
		
			
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			RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms | 
			
		
		
	
		
			
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			RLAPI void UnloadMesh(Mesh mesh);                                                           // Unload mesh data from CPU and GPU | 
			
		
		
	
		
			
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			RLAPI bool ExportMesh(Mesh mesh, const char *fileName);                                     // Export mesh data to file, returns true on success | 
			
		
		
	
		
			
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			// Material loading/unloading functions | 
			
		
		
	
		
			
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			RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);                    // Load materials from model file | 
			
		
		
	
		
			
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			RLAPI Material LoadMaterialDefault(void);                                                   // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) | 
			
		
		
	
		
			
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			RLAPI void UnloadMaterial(Material material);                                               // Unload material from GPU memory (VRAM) | 
			
		
		
	
		
			
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			RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture);          // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) | 
			
		
		
	
		
			
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			RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);                  // Set material for a mesh | 
			
		
		
	
		
			
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			// Model animations loading/unloading functions | 
			
		
		
	
		
			
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			RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount);           // Load model animations from file | 
			
		
		
	
		
			
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			RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose | 
			
		
		
	
		
			
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			RLAPI void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data | 
			
		
		
	
		
			
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			RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count);           // Unload animation array data | 
			
		
		
	
		
			
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			RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match | 
			
		
		
	
		
			
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			RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh);                                            // Compute mesh bounding box limits | 
			
		
		
	
		
			
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			RLAPI void GenMeshTangents(Mesh *mesh);                                                     // Compute mesh tangents | 
			
		
		
	
		
			
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			RLAPI void GenMeshBinormals(Mesh *mesh);                                                    // Compute mesh binormals | 
			
		
		
	
		
			
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			// Mesh generation functions | 
			
		
		
	
		
			
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			RLAPI Mesh GenMeshPoly(int sides, float radius);                                            // Generate polygonal mesh | 
			
		
		
	
	
		
			
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			@ -1418,20 +1418,19 @@ RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); | 
			
		
		
	
		
			
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			RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size);                                 // Generate heightmap mesh from image data | 
			
		
		
	
		
			
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			RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize);                               // Generate cubes-based map mesh from image data | 
			
		
		
	
		
			
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			// Mesh manipulation functions | 
			
		
		
	
		
			
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			RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh);                                            // Compute mesh bounding box limits | 
			
		
		
	
		
			
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			RLAPI void GenMeshTangents(Mesh *mesh);                                                     // Compute mesh tangents | 
			
		
		
	
		
			
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			RLAPI void GenMeshBinormals(Mesh *mesh);                                                    // Compute mesh binormals | 
			
		
		
	
		
			
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			// Material loading/unloading functions | 
			
		
		
	
		
			
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			RLAPI Material *LoadMaterials(const char *fileName, int *materialCount);                    // Load materials from model file | 
			
		
		
	
		
			
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			RLAPI Material LoadMaterialDefault(void);                                                   // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) | 
			
		
		
	
		
			
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			RLAPI void UnloadMaterial(Material material);                                               // Unload material from GPU memory (VRAM) | 
			
		
		
	
		
			
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			RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture);          // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) | 
			
		
		
	
		
			
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			RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId);                  // Set material for a mesh | 
			
		
		
	
		
			
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			// Model drawing functions | 
			
		
		
	
		
			
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			RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint);                           // Draw a model (with texture if set) | 
			
		
		
	
		
			
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			RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters | 
			
		
		
	
		
			
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			RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint);                      // Draw a model wires (with texture if set) | 
			
		
		
	
		
			
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			RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters | 
			
		
		
	
		
			
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			RLAPI void DrawBoundingBox(BoundingBox box, Color color);                                               // Draw bounding box (wires) | 
			
		
		
	
		
			
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			RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint);   // Draw a billboard texture | 
			
		
		
	
		
			
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			RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source | 
			
		
		
	
		
			
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			RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation | 
			
		
		
	
		
			
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			// Model animations loading/unloading functions | 
			
		
		
	
		
			
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			RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount);           // Load model animations from file | 
			
		
		
	
		
			
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			RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame);               // Update model animation pose | 
			
		
		
	
		
			
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			RLAPI void UnloadModelAnimation(ModelAnimation anim);                                       // Unload animation data | 
			
		
		
	
		
			
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			RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count);           // Unload animation array data | 
			
		
		
	
		
			
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			RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim);                         // Check model animation skeleton match | 
			
		
		
	
		
			
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			// Collision detection functions | 
			
		
		
	
		
			
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			RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2);       // Check collision between two spheres | 
			
		
		
	
	
		
			
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