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			@ -25,14 +25,14 @@ int main() | 
			
		
		
	
		
			
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			    InitWindow(screenWidth, screenHeight, "raylib [models] example - mesh picking"); | 
			
		
		
	
		
			
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			    // Define the camera to look into our 3d world | 
			
		
		
	
		
			
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			    Camera camera; | 
			
		
		
	
		
			
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			    Camera camera = { 0 }; | 
			
		
		
	
		
			
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			    camera.position = (Vector3){ 20.0f, 20.0f, 20.0f };  // Camera position | 
			
		
		
	
		
			
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			    camera.target = (Vector3){ 0.0f, 8.0f, 0.0f };      // Camera looking at point | 
			
		
		
	
		
			
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			    camera.up = (Vector3){ 0.0f, 1.6f, 0.0f };          // Camera up vector (rotation towards target) | 
			
		
		
	
		
			
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			    camera.fovy = 45.0f;                                // Camera field-of-view Y | 
			
		
		
	
		
			
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			    camera.type = CAMERA_PERSPECTIVE;                   // Camera mode type | 
			
		
		
	
		
			
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			    Ray ray;        // Picking ray | 
			
		
		
	
		
			
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			    Ray ray = { 0 };        // Picking ray | 
			
		
		
	
		
			
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			    Model tower = LoadModel("resources/models/turret.obj");                 // Load OBJ model | 
			
		
		
	
		
			
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			    Texture2D texture = LoadTexture("resources/models/turret_diffuse.png"); // Load model texture | 
			
		
		
	
	
		
			
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			@ -62,7 +62,7 @@ int main() | 
			
		
		
	
		
			
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			        UpdateCamera(&camera);          // Update camera | 
			
		
		
	
		
			
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			        // Display information about closest hit | 
			
		
		
	
		
			
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			        RayHitInfo nearestHit; | 
			
		
		
	
		
			
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			        RayHitInfo nearestHit = { 0 }; | 
			
		
		
	
		
			
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			        char *hitObjectName = "None"; | 
			
		
		
	
		
			
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			        nearestHit.distance = FLT_MAX; | 
			
		
		
	
		
			
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			        nearestHit.hit = false; | 
			
		
		
	
	
		
			
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			@ -95,7 +95,7 @@ int main() | 
			
		
		
	
		
			
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			        }  | 
			
		
		
	
		
			
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			        else hitTriangle = false; | 
			
		
		
	
		
			
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			        RayHitInfo meshHitInfo; | 
			
		
		
	
		
			
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			        RayHitInfo meshHitInfo = { 0 }; | 
			
		
		
	
		
			
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			        // Check ray collision against bounding box first, before trying the full ray-mesh test | 
			
		
		
	
		
			
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			        if (CheckCollisionRayBox(ray, towerBBox))  | 
			
		
		
	
	
		
			
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			@ -113,7 +113,9 @@ int main() | 
			
		
		
	
		
			
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			                hitObjectName = "Mesh"; | 
			
		
		
	
		
			
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			            } | 
			
		
		
	
		
			
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			        } hitMeshBBox = false;  | 
			
		
		
	
		
			
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			        }  | 
			
		
		
	
		
			
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			        hitMeshBBox = false;  | 
			
		
		
	
		
			
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			        //---------------------------------------------------------------------------------- | 
			
		
		
	
		
			
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			        // Draw | 
			
		
		
	
	
		
			
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