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			@ -2222,32 +2222,30 @@ void *rlReadTexturePixels(Texture2D texture) | 
			
		
		
	
		
			
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			    glClearColor(0.0f, 0.0f, 0.0f, 0.0f); | 
			
		
		
	
		
			
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			    glClearDepthf(1.0f); | 
			
		
		
	
		
			
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			    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | 
			
		
		
	
		
			
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			    glViewport(0, 0, width, height); | 
			
		
		
	
		
			
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			    //glMatrixMode(GL_PROJECTION); | 
			
		
		
	
		
			
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			    //glLoadIdentity(); | 
			
		
		
	
		
			
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			    rlOrtho(0.0, width, height, 0.0, 0.0, 1.0); | 
			
		
		
	
		
			
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			    //glMatrixMode(GL_MODELVIEW); | 
			
		
		
	
		
			
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			    //glLoadIdentity(); | 
			
		
		
	
		
			
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			    //glDisable(GL_TEXTURE_2D); | 
			
		
		
	
		
			
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			    //glDisable(GL_BLEND); | 
			
		
		
	
		
			
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			    glEnable(GL_DEPTH_TEST); | 
			
		
		
	
		
			
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			    //glDisable(GL_BLEND); | 
			
		
		
	
		
			
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			    glViewport(0, 0, width, height); | 
			
		
		
	
		
			
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			    rlOrtho(0.0, width, height, 0.0, 0.0, 1.0); | 
			
		
		
	
		
			
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			    Model quad; | 
			
		
		
	
		
			
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			    //quad.mesh = GenMeshQuad(width, height); | 
			
		
		
	
		
			
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			    quad.transform = MatrixIdentity(); | 
			
		
		
	
		
			
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			    quad.shader = defaultShader; | 
			
		
		
	
		
			
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			    DrawModel(quad, (Vector3){ 0.0f, 0.0f, 0.0f }, 1.0f, WHITE); | 
			
		
		
	
		
			
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			    pixels = (unsigned char *)malloc(texture.width*texture.height*3*sizeof(unsigned char)); | 
			
		
		
	
		
			
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			    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); | 
			
		
		
	
		
			
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			    n">glUseProgram(GetShaderDefault().id); | 
			
		
		
	
		
			
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			    glBindTexture(GL_TEXTURE_2D, texture.id); | 
			
		
		
	
		
			
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			    GenDrawQuad(); | 
			
		
		
	
		
			
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			    glBindTexture(GL_TEXTURE_2D, 0); | 
			
		
		
	
		
			
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			    glUseProgram(0); | 
			
		
		
	
		
			
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			    pixels = (unsigned char *)malloc(texture.width*texture.height*4*sizeof(unsigned char)); | 
			
		
		
	
		
			
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			    glReadPixels(0, 0, texture.width, texture.height, GL_RGB, GL_UNSIGNED_BYTE, pixels); | 
			
		
		
	
		
			
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			    glReadPixels(0, 0, texture.width, texture.height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); | 
			
		
		
	
		
			
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			    // Bind framebuffer 0, which means render to back buffer | 
			
		
		
	
		
			
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			    glBindFramebuffer(GL_FRAMEBUFFER, 0); | 
			
		
		
	
		
			
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			    UnloadModel(quad); | 
			
		
		
	
		
			
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			    // Reset viewport dimensions to default | 
			
		
		
	
		
			
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			    glViewport(0, 0, screenWidth, screenHeight); | 
			
		
		
	
		
			
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			#endif // GET_TEXTURE_FBO_OPTION | 
			
		
		
	
		
			
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			    // Clean up temporal fbo | 
			
		
		
	
	
		
			
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