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			@ -183,18 +183,40 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) | 
			
		
		
	
		
			
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			// Draw a piece of a circle | 
			
		
		
	
		
			
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			// TODO: Support better angle resolution (now limited to CIRCLE_SECTOR_LENGTH) | 
			
		
		
	
		
			
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			void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, Color color) | 
			
		
		
	
		
			
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			void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) | 
			
		
		
	
		
			
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			{ | 
			
		
		
	
		
			
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			    #define CIRCLE_SECTOR_LENGTH    10 | 
			
		
		
	
		
			
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			    // Function expects (endAngle > startAngle) | 
			
		
		
	
		
			
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			    if (endAngle < startAngle)  | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        // Swap values | 
			
		
		
	
		
			
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			        int tmp = startAngle; | 
			
		
		
	
		
			
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			        startAngle = endAngle; | 
			
		
		
	
		
			
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			        endAngle = tmp; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			    if (segments < 4) | 
			
		
		
	
		
			
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			    { | 
			
		
		
	
		
			
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			        // Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 | 
			
		
		
	
		
			
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			        #define CIRCLE_ERROR_RATE  0.5f | 
			
		
		
	
		
			
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			        // Calculate the maximum angle between segments based on the error rate. | 
			
		
		
	
		
			
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			        float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/radius, 2) - 1); | 
			
		
		
	
		
			
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			        segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; | 
			
		
		
	
		
			
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			        if (segments <= 0) segments = 4; | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
		
			
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			    float stepLength = (float)(endAngle - startAngle)/(float)segments; | 
			
		
		
	
		
			
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			    float angle = startAngle; | 
			
		
		
	
		
			
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			#if defined(SUPPORT_QUADS_DRAW_MODE) | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(4*((360/CIRCLE_SECTOR_LENGTH)/2))) rlglDraw(); | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(4*n">segments/2)) rlglDraw(); | 
			
		
		
	
		
			
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			    rlEnableTexture(GetShapesTexture().id); | 
			
		
		
	
		
			
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			    rlBegin(RL_QUADS); | 
			
		
		
	
		
			
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			        for (int i = startAngle; i < endAngle; i += CIRCLE_SECTOR_LENGTH*2) | 
			
		
		
	
		
			
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			        // NOTE: Every QUAD actually represents two segments | 
			
		
		
	
		
			
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			        for (int i = 0; i < segments/2; i++) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			@ -202,28 +224,50 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle | 
			
		
		
	
		
			
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			            rlVertex2f(center.x, center.y); | 
			
		
		
	
		
			
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			            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); | 
			
		
		
	
		
			
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			            angle += (stepLength*2); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			        // NOTE: In case number of segments is odd, we add one last piece to the cake | 
			
		
		
	
		
			
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			        if (segments%2) | 
			
		
		
	
		
			
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			            rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			            rlTexCoord2f(recTexShapes.x/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x, center.y); | 
			
		
		
	
		
			
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			            rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius, center.y + cosf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); | 
			
		
		
	
		
			
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			            rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH*2))*radius, center.y + cosf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH*2))*radius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x, center.y); | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			    rlEnd(); | 
			
		
		
	
		
			
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			    rlDisableTexture(); | 
			
		
		
	
		
			
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			#else | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(3*360/CIRCLE_SECTOR_LENGTH)) rlglDraw(); | 
			
		
		
	
		
			
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			    if (rlCheckBufferLimit(3*n">segments)) rlglDraw(); | 
			
		
		
	
		
			
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			    rlBegin(RL_TRIANGLES); | 
			
		
		
	
		
			
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			        for (int i = startAngle; i < endAngle; i += CIRCLE_SECTOR_LENGTH) | 
			
		
		
	
		
			
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			        for (int i = mi">0; i < segments; i++) | 
			
		
		
	
		
			
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			        { | 
			
		
		
	
		
			
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			            rlColor4ub(color.r, color.g, color.b, color.a); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x, center.y); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius, center.y + cosf(DEG2RAD*(i + CIRCLE_SECTOR_LENGTH))*radius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); | 
			
		
		
	
		
			
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			            rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); | 
			
		
		
	
		
			
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			            angle += stepLength; | 
			
		
		
	
		
			
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			        } | 
			
		
		
	
		
			
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			    rlEnd(); | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
	
		
			
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			@ -252,7 +296,7 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co | 
			
		
		
	
		
			
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			// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw) | 
			
		
		
	
		
			
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			void DrawCircleV(Vector2 center, float radius, Color color) | 
			
		
		
	
		
			
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			    DrawCircleSector(center, radius, 0, 360, color); | 
			
		
		
	
		
			
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			    DrawCircleSector(center, radius, 0, 360, mi">36, color); | 
			
		
		
	
		
			
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			} | 
			
		
		
	
		
			
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			// Draw circle outline | 
			
		
		
	
	
		
			
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