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			@ -2,53 +2,42 @@ | 
			
		
		
	
		
			
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			*   raylib [core] example - split screen | 
			
		
		
	
		
			
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			*   Welcome to raylib! | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   To test examples, just press F6 and execute raylib_compile_execute script | 
			
		
		
	
		
			
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			*   Note that compiled executable is placed in the same folder as .c file | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   You can find all basic examples on C:\raylib\raylib\examples folder or | 
			
		
		
	
		
			
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			*   raylib official webpage: www.raylib.com | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   Enjoy using raylib. :) | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   This example has been created using raylib 3.7 (www.raylib.com) | 
			
		
		
	
		
			
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			*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | 
			
		
		
	
		
			
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			* | 
			
		
		
	
		
			
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			*   Copyright (c) 2013-2016 Ramon Santamaria (@raysan5) | 
			
		
		
	
		
			
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			*   Example contributed by Jeffery Myers (@JeffM2501) and reviewed by Ramon Santamaria (@raysan5) | 
			
		
		
	
		
			
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			*   Copyright (c) 2021 Jeffery Myers (@JeffM2501) | 
			
		
		
	
		
			
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			********************************************************************************************/ | 
			
		
		
	
		
			
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			#include "raylib.h" | 
			
		
		
	
		
			
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			Texture2D GridTexture; | 
			
		
		
	
		
			
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			Camera Player1Camera = { 0 }; | 
			
		
		
	
		
			
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			Camera Player2Camera = { 0 }; | 
			
		
		
	
		
			
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			Texture2D textureGrid = { 0 }; | 
			
		
		
	
		
			
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			Camera cameraPlayer1 = { 0 }; | 
			
		
		
	
		
			
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			Camera cameraPlayer2 = { 0 }; | 
			
		
		
	
		
			
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			void DrawScene() | 
			
		
		
	
		
			
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			// Scene drawing | 
			
		
		
	
		
			
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			void DrawScene(void) | 
			
		
		
	
		
			
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			    // grid of cube trees on a plane to make a "world" | 
			
		
		
	
		
			
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			    DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // simple world plane | 
			
		
		
	
		
			
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			    float spacing = 4; | 
			
		
		
	
		
			
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			    int count = 5; | 
			
		
		
	
		
			
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			    float spacing = 4; | 
			
		
		
	
		
			
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			    // Grid of cube trees on a plane to make a "world" | 
			
		
		
	
		
			
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			    DrawPlane((Vector3){ 0, 0, 0 }, (Vector2){ 50, 50 }, BEIGE); // Simple world plane | 
			
		
		
	
		
			
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			    for (float x = -count * spacing; x <= count * spacing; x += spacing) | 
			
		
		
	
		
			
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			    for (float x = -count*spacing; x <= count*spacing; x += spacing) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        for (float z = -count * spacing; z <= count * spacing; z += spacing) | 
			
		
		
	
		
			
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			        for (float z = -count*spacing; z <= count*spacing; z += spacing) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            Vector3 pos = { x, 0.5f, z }; | 
			
		
		
	
		
			
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			            Vector3 min = { x - 0.5f,0,z - 0.5f }; | 
			
		
		
	
		
			
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			            Vector3 max = { x + 0.5f,1,z + 0.5f }; | 
			
		
		
	
		
			
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			            DrawCubeTexture(GridTexture, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN); | 
			
		
		
	
		
			
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			            DrawCubeTexture(GridTexture, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN); | 
			
		
		
	
		
			
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			            DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN); | 
			
		
		
	
		
			
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			            DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			    // draw a cube at each player's position | 
			
		
		
	
		
			
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			    DrawCube(Player1Camera.position, 1, 1, 1, RED); | 
			
		
		
	
		
			
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			    DrawCube(Player2Camera.position, 1, 1, 1, BLUE); | 
			
		
		
	
		
			
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			    // Draw a cube at each player's position | 
			
		
		
	
		
			
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			    DrawCube(cameraPlayer1.position, 1, 1, 1, RED); | 
			
		
		
	
		
			
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			    DrawCube(cameraPlayer2.position, 1, 1, 1, BLUE); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			int main(void) | 
			
		
		
	
	
		
			
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			@ -59,101 +48,106 @@ int main(void) | 
			
		
		
	
		
			
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			    const int screenHeight = 450; | 
			
		
		
	
		
			
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			    InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen"); | 
			
		
		
	
		
			
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			    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second | 
			
		
		
	
		
			
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			    // generate a simple texture to use for trees | 
			
		
		
	
		
			
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			    // Generate a simple texture to use for trees | 
			
		
		
	
		
			
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			    Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE); | 
			
		
		
	
		
			
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			    GridTexture = LoadTextureFromImage(img); | 
			
		
		
	
		
			
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			    textureGrid = LoadTextureFromImage(img); | 
			
		
		
	
		
			
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			    UnloadImage(img); | 
			
		
		
	
		
			
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			    SetTextureFilter(GridTexture, TEXTURE_FILTER_ANISOTROPIC_16X); | 
			
		
		
	
		
			
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			    SetTextureWrap(GridTexture, TEXTURE_WRAP_CLAMP); | 
			
		
		
	
		
			
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			    // setup player 1 camera and screen | 
			
		
		
	
		
			
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			    Player1Camera.fovy = 45; | 
			
		
		
	
		
			
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			    Player1Camera.up.y = 1; | 
			
		
		
	
		
			
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			    Player1Camera.target.y = 1; | 
			
		
		
	
		
			
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			    Player1Camera.position.z = -3; | 
			
		
		
	
		
			
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			    Player1Camera.position.y = 1; | 
			
		
		
	
		
			
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			    RenderTexture player1Screen = LoadRenderTexture(screenWidth / 2, screenHeight); | 
			
		
		
	
		
			
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			    // setup player two camera and screen | 
			
		
		
	
		
			
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			    Player2Camera.fovy = 45; | 
			
		
		
	
		
			
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			    Player2Camera.up.y = 1; | 
			
		
		
	
		
			
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			    Player2Camera.target.y =3; | 
			
		
		
	
		
			
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			    Player2Camera.position.x = -3; | 
			
		
		
	
		
			
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			    Player2Camera.position.y = 3; | 
			
		
		
	
		
			
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			    RenderTexture player2Screen = LoadRenderTexture(screenWidth / 2, screenHeight); | 
			
		
		
	
		
			
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			    SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X); | 
			
		
		
	
		
			
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			    SetTextureWrap(textureGrid, TEXTURE_WRAP_CLAMP); | 
			
		
		
	
		
			
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			    // Setup player 1 camera and screen | 
			
		
		
	
		
			
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			    cameraPlayer1.fovy = 45.0f; | 
			
		
		
	
		
			
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			    cameraPlayer1.up.y = 1.0f; | 
			
		
		
	
		
			
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			    cameraPlayer1.target.y = 1.0f; | 
			
		
		
	
		
			
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			    cameraPlayer1.position.z = -3.0f; | 
			
		
		
	
		
			
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			    cameraPlayer1.position.y = 1.0f; | 
			
		
		
	
		
			
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			    RenderTexture screenPlayer1 = LoadRenderTexture(screenWidth/2, screenHeight); | 
			
		
		
	
		
			
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			    // Setup player two camera and screen | 
			
		
		
	
		
			
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			    cameraPlayer2.fovy = 45.0f; | 
			
		
		
	
		
			
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			    cameraPlayer2.up.y = 1.0f; | 
			
		
		
	
		
			
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			    cameraPlayer2.target.y = 3.0f; | 
			
		
		
	
		
			
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			    cameraPlayer2.position.x = -3.0f; | 
			
		
		
	
		
			
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			    cameraPlayer2.position.y = 3.0f; | 
			
		
		
	
		
			
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			    RenderTexture screenPlayer2 = LoadRenderTexture(screenWidth / 2, screenHeight); | 
			
		
		
	
		
			
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			    // build a flipped rectangle the size of the split view to use for drawing later | 
			
		
		
	
		
			
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			    Rectangle splitScreenRect = { 0,0, (float)player1Screen.texture.width, (float)-player1Screen.texture.height }; | 
			
		
		
	
		
			
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			    // Build a flipped rectangle the size of the split view to use for drawing later | 
			
		
		
	
		
			
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			    Rectangle splitScreenRect = { 0.0f, 0.0f, (float)screenPlayer1.texture.width, (float)-screenPlayer1.texture.height }; | 
			
		
		
	
		
			
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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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			    { | 
			
		
		
	
		
			
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			        // if anyone moves this frame, how far will they move based on the time since the last frame | 
			
		
		
	
		
			
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			        // Update | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        // If anyone moves this frame, how far will they move based on the time since the last frame | 
			
		
		
	
		
			
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			        // this moves thigns at 10 world units per second, regardless of the actual FPS | 
			
		
		
	
		
			
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			        float offsetThisFrame = 10 * GetFrameTime(); | 
			
		
		
	
		
			
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			        float offsetThisFrame = 10.0f*GetFrameTime(); | 
			
		
		
	
		
			
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			        // move player 1 forward and backwards (no turning) | 
			
		
		
	
		
			
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			        // Move player 1 forward and backwards (no turning) | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_W)) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            Player1Camera.position.z += offsetThisFrame; | 
			
		
		
	
		
			
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			            Player1Camera.target.z += offsetThisFrame; | 
			
		
		
	
		
			
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			            cameraPlayer1.position.z += offsetThisFrame; | 
			
		
		
	
		
			
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			            cameraPlayer1.target.z += offsetThisFrame; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        else if (IsKeyDown(KEY_S)) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            Player1Camera.position.z -= offsetThisFrame; | 
			
		
		
	
		
			
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			            Player1Camera.target.z -= offsetThisFrame; | 
			
		
		
	
		
			
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			            cameraPlayer1.position.z -= offsetThisFrame; | 
			
		
		
	
		
			
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			            cameraPlayer1.target.z -= offsetThisFrame; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        // move player 2 forward and backwards (no turning) | 
			
		
		
	
		
			
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			        // Move player 2 forward and backwards (no turning) | 
			
		
		
	
		
			
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			        if (IsKeyDown(KEY_UP)) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            Player2Camera.position.x += offsetThisFrame; | 
			
		
		
	
		
			
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			            Player2Camera.target.x += offsetThisFrame; | 
			
		
		
	
		
			
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			            cameraPlayer2.position.x += offsetThisFrame; | 
			
		
		
	
		
			
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			            cameraPlayer2.target.x += offsetThisFrame; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        else if (IsKeyDown(KEY_DOWN)) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            Player2Camera.position.x -= offsetThisFrame; | 
			
		
		
	
		
			
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			            Player2Camera.target.x -= offsetThisFrame; | 
			
		
		
	
		
			
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			            cameraPlayer2.position.x -= offsetThisFrame; | 
			
		
		
	
		
			
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			            cameraPlayer2.target.x -= offsetThisFrame; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        // draw player 1's view to the render texture | 
			
		
		
	
		
			
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			        BeginTextureMode(player1Screen); | 
			
		
		
	
		
			
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			        ClearBackground(SKYBLUE); | 
			
		
		
	
		
			
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			        BeginMode3D(Player1Camera); | 
			
		
		
	
		
			
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			        DrawScene(); | 
			
		
		
	
		
			
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			        EndMode3D(); | 
			
		
		
	
		
			
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			        DrawText("PLAYER1 W/S to move", 0, 0, 20, RED); | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        // Draw | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        // Draw player 1's view to the render texture | 
			
		
		
	
		
			
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			        BeginTextureMode(screenPlayer1); | 
			
		
		
	
		
			
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			            ClearBackground(SKYBLUE); | 
			
		
		
	
		
			
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			            BeginMode3D(cameraPlayer1); | 
			
		
		
	
		
			
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			                DrawScene(); | 
			
		
		
	
		
			
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			            EndMode3D(); | 
			
		
		
	
		
			
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			            DrawText("PLAYER1 W/S to move", 0, 0, 20, RED); | 
			
		
		
	
		
			
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			        EndTextureMode(); | 
			
		
		
	
		
			
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			        // draw player 2's view to the render texture | 
			
		
		
	
		
			
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			        BeginTextureMode(player2Screen); | 
			
		
		
	
		
			
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			        ClearBackground(SKYBLUE); | 
			
		
		
	
		
			
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			        BeginMode3D(Player2Camera); | 
			
		
		
	
		
			
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			        DrawScene(); | 
			
		
		
	
		
			
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			        EndMode3D(); | 
			
		
		
	
		
			
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			        DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE); | 
			
		
		
	
		
			
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			        // Draw player 2's view to the render texture | 
			
		
		
	
		
			
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			        BeginTextureMode(screenPlayer2); | 
			
		
		
	
		
			
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			            ClearBackground(SKYBLUE); | 
			
		
		
	
		
			
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			            BeginMode3D(cameraPlayer2); | 
			
		
		
	
		
			
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			                DrawScene(); | 
			
		
		
	
		
			
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			            EndMode3D(); | 
			
		
		
	
		
			
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			            DrawText("PLAYER2 UP/DOWN to move", 0, 0, 20, BLUE); | 
			
		
		
	
		
			
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			        EndTextureMode(); | 
			
		
		
	
		
			
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			        // draw both view render textures to the screen side by side | 
			
		
		
	
		
			
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			        // Draw both view render textures to the screen side by side | 
			
		
		
	
		
			
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			        BeginDrawing(); | 
			
		
		
	
		
			
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			        ClearBackground(BLACK); | 
			
		
		
	
		
			
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			        DrawTextureRec(player1Screen.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE); | 
			
		
		
	
		
			
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			        DrawTextureRec(player2Screen.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			            ClearBackground(BLACK); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			            DrawTextureRec(screenPlayer1.texture, splitScreenRect, (Vector2) { 0, 0 }, WHITE); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			            DrawTextureRec(screenPlayer2.texture, splitScreenRect, (Vector2) { screenWidth/2.0f, 0 }, WHITE); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			        EndDrawing(); | 
			
		
		
	
		
			
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			 | 
			
			 | 
			
			    } | 
			
		
		
	
		
			
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 | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    UnloadRenderTexture(player1Screen); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    UnloadRenderTexture(player2Screen); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    UnloadTexture(GridTexture); | 
			
		
		
	
		
			
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			 | 
			
			
 | 
			
		
		
	
		
			
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			 | 
			
			 | 
			
			    // De-Initialization | 
			
		
		
	
		
			
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			 | 
			
			 | 
			
			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    UnloadRenderTexture(screenPlayer1); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    UnloadRenderTexture(screenPlayer2); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    UnloadTexture(textureGrid); | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			     | 
			
		
		
	
		
			
			 | 
			 | 
			
			 | 
			
			    CloseWindow();        // Close window and OpenGL context | 
			
		
		
	
		
			
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			 | 
			
			 | 
			
			    //-------------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			 | 
			
			
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