|  |  | @ -715,6 +715,68 @@ void ExportMesh(Mesh mesh, const char *fileName) | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
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			|  |  |  | #if defined(SUPPORT_MESH_GENERATION) | 
		
	
		
			
			|  |  |  | // Generate polygonal mesh | 
		
	
		
			
			|  |  |  | Mesh GenMeshPoly(int sides, float radius) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | Mesh mesh = { 0 }; | 
		
	
		
			
			|  |  |  | int vertexCount = sides*3; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Vertices definition | 
		
	
		
			
			|  |  |  | Vector3 *vertices = (Vector3 *)malloc(vertexCount*sizeof(Vector3)); | 
		
	
		
			
			|  |  |  | for (int i = 0, v = 0; i < 360; i += 360/sides, v += 3) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | vertices[v] = (Vector3){ 0.0f, 0.0f, 0.0f }; | 
		
	
		
			
			|  |  |  | vertices[v + 1] = (Vector3){ sinf(DEG2RAD*i)*radius, 0.0f, cosf(DEG2RAD*i)*radius }; | 
		
	
		
			
			|  |  |  | vertices[v + 2] = (Vector3){ sinf(DEG2RAD*(i + 360/sides))*radius, 0.0f, cosf(DEG2RAD*(i + 360/sides))*radius }; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
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			|  |  |  | // Normals definition | 
		
	
		
			
			|  |  |  | Vector3 *normals = (Vector3 *)malloc(vertexCount*sizeof(Vector3)); | 
		
	
		
			
			|  |  |  | for (int n = 0; n < vertexCount; n++) normals[n] = (Vector3){ 0.0f, 1.0f, 0.0f };   // Vector3.up; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // TexCoords definition | 
		
	
		
			
			|  |  |  | Vector2 *texcoords = (Vector2 *)malloc(vertexCount*sizeof(Vector2)); | 
		
	
		
			
			|  |  |  | for (int n = 0; n < vertexCount; n++) texcoords[n] = (Vector2){ 0.0f, 0.0f }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | mesh.vertexCount = vertexCount; | 
		
	
		
			
			|  |  |  | mesh.triangleCount = sides; | 
		
	
		
			
			|  |  |  | mesh.vertices = (float *)malloc(mesh.vertexCount*3*sizeof(float)); | 
		
	
		
			
			|  |  |  | mesh.texcoords = (float *)malloc(mesh.vertexCount*2*sizeof(float)); | 
		
	
		
			
			|  |  |  | mesh.normals = (float *)malloc(mesh.vertexCount*3*sizeof(float)); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Mesh vertices position array | 
		
	
		
			
			|  |  |  | for (int i = 0; i < mesh.vertexCount; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | mesh.vertices[3*i] = vertices[i].x; | 
		
	
		
			
			|  |  |  | mesh.vertices[3*i + 1] = vertices[i].y; | 
		
	
		
			
			|  |  |  | mesh.vertices[3*i + 2] = vertices[i].z; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Mesh texcoords array | 
		
	
		
			
			|  |  |  | for (int i = 0; i < mesh.vertexCount; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | mesh.texcoords[2*i] = texcoords[i].x; | 
		
	
		
			
			|  |  |  | mesh.texcoords[2*i + 1] = texcoords[i].y; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Mesh normals array | 
		
	
		
			
			|  |  |  | for (int i = 0; i < mesh.vertexCount; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | mesh.normals[3*i] = normals[i].x; | 
		
	
		
			
			|  |  |  | mesh.normals[3*i + 1] = normals[i].y; | 
		
	
		
			
			|  |  |  | mesh.normals[3*i + 2] = normals[i].z; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | free(vertices); | 
		
	
		
			
			|  |  |  | free(normals); | 
		
	
		
			
			|  |  |  | free(texcoords); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Upload vertex data to GPU (static mesh) | 
		
	
		
			
			|  |  |  | rlLoadMesh(&mesh, false); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | return mesh; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Generate plane mesh (with subdivisions) | 
		
	
		
			
			|  |  |  | Mesh GenMeshPlane(float width, float length, int resX, int resZ) | 
		
	
		
			
			|  |  |  | { | 
		
	
	
		
			
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