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								/*******************************************************************************************
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								*
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								*   raylib [models] example - Draw textured cube
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								*
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								*   Example originally created with raylib 4.5, last time updated with raylib 4.5
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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) 2022-2024 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#include "rlgl.h"       // Required to define vertex data (immediate-mode style)
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								//------------------------------------------------------------------------------------
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								// Custom Functions Declaration
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								//------------------------------------------------------------------------------------
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								void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
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								void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
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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 - draw cube texture");
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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, 10.0f, 10.0f };
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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 texture to be applied to the cubes sides
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								    Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");
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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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								        // TODO: Update your variables here
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								        //----------------------------------------------------------------------------------
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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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								                // Draw cube with an applied texture
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								                DrawCubeTexture(texture, (Vector3){ -2.0f, 2.0f, 0.0f }, 2.0f, 4.0f, 2.0f, WHITE);
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								                // Draw cube with an applied texture, but only a defined rectangle piece of the texture
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								                DrawCubeTextureRec(texture, (Rectangle){ 0.0f, texture.height/2.0f, texture.width/2.0f, texture.height/2.0f }, 
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								                    (Vector3){ 2.0f, 1.0f, 0.0f }, 2.0f, 2.0f, 2.0f, WHITE);
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								                DrawGrid(10, 1.0f);        // Draw a grid
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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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								    CloseWindow();          // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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								//------------------------------------------------------------------------------------
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								// Custom Functions Definition
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								//------------------------------------------------------------------------------------
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								// Draw cube textured
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								// NOTE: Cube position is the center position
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								void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color)
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								{
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								    float x = position.x;
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								    float y = position.y;
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								    float z = position.z;
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								    // Set desired texture to be enabled while drawing following vertex data
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								    rlSetTexture(texture.id);
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								    // Vertex data transformation can be defined with the commented lines,
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								    // but in this example we calculate the transformed vertex data directly when calling rlVertex3f()
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								    //rlPushMatrix();
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								        // NOTE: Transformation is applied in inverse order (scale -> rotate -> translate)
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								        //rlTranslatef(2.0f, 0.0f, 0.0f);
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								        //rlRotatef(45, 0, 1, 0);
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								        //rlScalef(2.0f, 2.0f, 2.0f);
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								        rlBegin(RL_QUADS);
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								            rlColor4ub(color.r, color.g, color.b, color.a);
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								            // Front Face
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								            rlNormal3f(0.0f, 0.0f, 1.0f);       // Normal Pointing Towards Viewer
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								            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2);  // Bottom Left Of The Texture and Quad
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								            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2);  // Bottom Right Of The Texture and Quad
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								            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2);  // Top Right Of The Texture and Quad
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								            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2);  // Top Left Of The Texture and Quad
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								            // Back Face
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								            rlNormal3f(0.0f, 0.0f, - 1.0f);     // Normal Pointing Away From Viewer
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								            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2);  // Bottom Right Of The Texture and Quad
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								            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2);  // Top Right Of The Texture and Quad
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								            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2);  // Top Left Of The Texture and Quad
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								            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2);  // Bottom Left Of The Texture and Quad
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								            // Top Face
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								            rlNormal3f(0.0f, 1.0f, 0.0f);       // Normal Pointing Up
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								            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2);  // Top Left Of The Texture and Quad
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								            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y + height/2, z + length/2);  // Bottom Left Of The Texture and Quad
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								            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y + height/2, z + length/2);  // Bottom Right Of The Texture and Quad
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								            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2);  // Top Right Of The Texture and Quad
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								            // Bottom Face
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								            rlNormal3f(0.0f, - 1.0f, 0.0f);     // Normal Pointing Down
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								            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y - height/2, z - length/2);  // Top Right Of The Texture and Quad
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								            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y - height/2, z - length/2);  // Top Left Of The Texture and Quad
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								            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2);  // Bottom Left Of The Texture and Quad
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								            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2);  // Bottom Right Of The Texture and Quad
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								            // Right face
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								            rlNormal3f(1.0f, 0.0f, 0.0f);       // Normal Pointing Right
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								            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z - length/2);  // Bottom Right Of The Texture and Quad
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								            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z - length/2);  // Top Right Of The Texture and Quad
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								            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x + width/2, y + height/2, z + length/2);  // Top Left Of The Texture and Quad
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								            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x + width/2, y - height/2, z + length/2);  // Bottom Left Of The Texture and Quad
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								            // Left Face
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								            rlNormal3f( - 1.0f, 0.0f, 0.0f);    // Normal Pointing Left
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								            rlTexCoord2f(0.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z - length/2);  // Bottom Left Of The Texture and Quad
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								            rlTexCoord2f(1.0f, 0.0f); rlVertex3f(x - width/2, y - height/2, z + length/2);  // Bottom Right Of The Texture and Quad
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								            rlTexCoord2f(1.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z + length/2);  // Top Right Of The Texture and Quad
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								            rlTexCoord2f(0.0f, 1.0f); rlVertex3f(x - width/2, y + height/2, z - length/2);  // Top Left Of The Texture and Quad
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								        rlEnd();
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								    //rlPopMatrix();
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								    rlSetTexture(0);
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								}
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								// Draw cube with texture piece applied to all faces
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								void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color)
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								{
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								    float x = position.x;
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								    float y = position.y;
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								    float z = position.z;
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								    float texWidth = (float)texture.width;
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								    float texHeight = (float)texture.height;
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								    // Set desired texture to be enabled while drawing following vertex data
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								    rlSetTexture(texture.id);
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								    // We calculate the normalized texture coordinates for the desired texture-source-rectangle
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								    // It means converting from (tex.width, tex.height) coordinates to [0.0f, 1.0f] equivalent 
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								    rlBegin(RL_QUADS);
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								        rlColor4ub(color.r, color.g, color.b, color.a);
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								        // Front face
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								        rlNormal3f(0.0f, 0.0f, 1.0f);
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								        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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								        rlVertex3f(x - width/2, y - height/2, z + length/2);
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								        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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								        rlVertex3f(x + width/2, y - height/2, z + length/2);
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								        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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								        rlVertex3f(x + width/2, y + height/2, z + length/2);
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								        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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								        rlVertex3f(x - width/2, y + height/2, z + length/2);
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								        // Back face
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								        rlNormal3f(0.0f, 0.0f, - 1.0f);
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								        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
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								        rlVertex3f(x - width/2, y - height/2, z - length/2);
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								        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
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								        rlVertex3f(x - width/2, y + height/2, z - length/2);
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								        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
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								        rlVertex3f(x + width/2, y + height/2, z - length/2);
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								        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
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								        rlVertex3f(x + width/2, y - height/2, z - length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Top face
							 | 
						
						
						
							| 
								
							 | 
							
								        rlNormal3f(0.0f, 1.0f, 0.0f);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x - width/2, y + height/2, z - length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x - width/2, y + height/2, z + length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x + width/2, y + height/2, z + length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x + width/2, y + height/2, z - length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Bottom face
							 | 
						
						
						
							| 
								
							 | 
							
								        rlNormal3f(0.0f, - 1.0f, 0.0f);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x - width/2, y - height/2, z - length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x + width/2, y - height/2, z - length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x + width/2, y - height/2, z + length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x - width/2, y - height/2, z + length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Right face
							 | 
						
						
						
							| 
								
							 | 
							
								        rlNormal3f(1.0f, 0.0f, 0.0f);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x + width/2, y - height/2, z - length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x + width/2, y + height/2, z - length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x + width/2, y + height/2, z + length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x + width/2, y - height/2, z + length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        // Left face
							 | 
						
						
						
							| 
								
							 | 
							
								        rlNormal3f( - 1.0f, 0.0f, 0.0f);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f(source.x/texWidth, (source.y + source.height)/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x - width/2, y - height/2, z - length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f((source.x + source.width)/texWidth, (source.y + source.height)/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x - width/2, y - height/2, z + length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f((source.x + source.width)/texWidth, source.y/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x - width/2, y + height/2, z + length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlTexCoord2f(source.x/texWidth, source.y/texHeight);
							 | 
						
						
						
							| 
								
							 | 
							
								        rlVertex3f(x - width/2, y + height/2, z - length/2);
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlEnd();
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								    rlSetTexture(0);
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |