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								/*******************************************************************************************
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								*
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								*   raylib [models] example - Show the difference between perspective and orthographic projection 
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								*
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								*   This program is heavily based on the geometric objects example
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								*
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								*   This example has been created using raylib 1.9.7 (www.raylib.com)
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								*   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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								*
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								*   Copyright (c) 2018 Max Danielsson & Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define FOVY_PERSPECTIVE    45.0f
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								#define WIDTH_ORTHOGRAPHIC  10.0f
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								int main()
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    int screenWidth = 800;
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								    int screenHeight = 450;
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								    InitWindow(screenWidth, screenHeight, "raylib [models] example - geometric shapes");
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								    // Define the camera to look into our 3d world
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								    Camera camera = {{ 0.0f, 10.0f, 10.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, FOVY_PERSPECTIVE, CAMERA_PERSPECTIVE };
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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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								        if (IsKeyPressed(KEY_SPACE)) 
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								        {
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								            if (camera.type == CAMERA_PERSPECTIVE) 
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								            {
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								                camera.fovy = WIDTH_ORTHOGRAPHIC;
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								                camera.type = CAMERA_ORTHOGRAPHIC;
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								            } 
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								            else 
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								            {
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								                camera.fovy = FOVY_PERSPECTIVE;
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								                camera.type = CAMERA_PERSPECTIVE;
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								            }
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								        }
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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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								                DrawCube((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, RED);
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								                DrawCubeWires((Vector3){-4.0f, 0.0f, 2.0f}, 2.0f, 5.0f, 2.0f, GOLD);
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								                DrawCubeWires((Vector3){-4.0f, 0.0f, -2.0f}, 3.0f, 6.0f, 2.0f, MAROON);
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								                DrawSphere((Vector3){-1.0f, 0.0f, -2.0f}, 1.0f, GREEN);
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								                DrawSphereWires((Vector3){1.0f, 0.0f, 2.0f}, 2.0f, 16, 16, LIME);
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								                DrawCylinder((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, SKYBLUE);
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								                DrawCylinderWires((Vector3){4.0f, 0.0f, -2.0f}, 1.0f, 2.0f, 3.0f, 4, DARKBLUE);
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								                DrawCylinderWires((Vector3){4.5f, -1.0f, 2.0f}, 1.0f, 1.0f, 2.0f, 6, BROWN);
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								                DrawCylinder((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, GOLD);
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								                DrawCylinderWires((Vector3){1.0f, 0.0f, -4.0f}, 0.0f, 1.5f, 3.0f, 8, PINK);
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								                DrawGrid(10, 1.0f);        // Draw a grid
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								            EndMode3D();
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								            DrawText("Press Spacebar to switch camera type", 10, GetScreenHeight() - 30, 20, DARKGRAY);
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								            if (camera.type == CAMERA_ORTHOGRAPHIC) DrawText("ORTHOGRAPHIC", 10, 40, 20, BLACK);
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								            else if (camera.type == CAMERA_PERSPECTIVE) DrawText("PERSPECTIVE", 10, 40, 20, BLACK);
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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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								    CloseWindow();        // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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