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								/*******************************************************************************************
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								*
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								*   raylib [models] example - geometry textures cube
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								*
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								*   Example complexity rating: [★☆☆☆] 1/4
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								*
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								*   Example originally created with raylib 5.6-dev, last time updated with raylib 5.6-dev
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								*   
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								*   Example contributed by Jopestpe (@jopestpe)
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								*
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								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software
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								*
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								*   Copyright (c) 2025 Jopestpe (@jopestpe)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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								int main(void)
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [models] example - geometry textures cube");
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								    // Define the camera to look into our 3d world
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								    Camera camera = { 0 };
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								    camera.position = (Vector3){ 0.0f, 0.0f, 4.0f };
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								    camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
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								    camera.up = (Vector3){ 0.0f, 1.0f, 0.0f };
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								    camera.fovy = 45.0f;
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								    camera.projection = CAMERA_PERSPECTIVE;
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								    // Load image to create texture for the cube
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								    Model model = LoadModelFromMesh(GenMeshCube(1.0f, 1.0f, 1.0f));
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								    Image img = LoadImage("resources/cubicmap_atlas.png");
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								    Image crop = ImageFromImage(img, (Rectangle){0, img.height/2, img.width/2, img.height/2});
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								    Texture2D texture = LoadTextureFromImage(crop);
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								    UnloadImage(img);
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								    UnloadImage(crop);
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								    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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								    float rotation = 0.0f;
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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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								        // Update
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								        //----------------------------------------------------------------------------------
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								        rotation += 1.0f;
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            BeginMode3D(camera);
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								                DrawModelEx(model, (Vector3){0,0,0}, (Vector3){0.5f,1,0}, rotation, (Vector3){1,1,1}, WHITE);
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								            EndMode3D();
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								            DrawFPS(10, 10);
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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    UnloadTexture(texture); // Unload texture
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								    UnloadModel(model);     // Unload model
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								    CloseWindow();          // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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