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								/*******************************************************************************************
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								*
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								*   raylib [models] example - Cubicmap loading and drawing
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								*
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								*   This example has been created using raylib 1.3 (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) 2015 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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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 - cubesmap loading and drawing");
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								    // Define the camera to look into our 3d world
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								    Camera camera = {{ 16.0f, 14.0f, 16.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f };
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								    Image image = LoadImage("resources/cubicmap.png");      // Load cubicmap image (RAM)
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								    Texture2D cubicmap = LoadTextureFromImage(image);       // Convert image to texture to display (VRAM)
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								    Model map = LoadCubicmap(image);                        // Load cubicmap model (generate model from image)
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								    // NOTE: By default each cube is mapped to one part of texture atlas
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								    Texture2D texture = LoadTexture("resources/cubicmap_atlas.png");    // Load map texture
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								    SetModelTexture(&map, texture);                         // Bind texture to map model
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								    Vector3 mapPosition = { -16.0f, 0.0f, -8.0f };          // Set model position
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								    UnloadImage(image);     // Unload cubesmap image from RAM, already uploaded to VRAM
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								    SetCameraMode(CAMERA_ORBITAL);      // Set an orbital camera mode
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								    SetCameraPosition(camera.position); // Set internal camera position to match our custom camera position
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								    SetCameraFovy(camera.fovy);         // Set internal camera field-of-view Y
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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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								        UpdateCamera(&camera);          // Update internal camera and our camera
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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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								            Begin3dMode(camera);
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								                DrawModel(map, mapPosition, 1.0f, WHITE);
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								            End3dMode();
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								            DrawTextureEx(cubicmap, (Vector2){ screenWidth - cubicmap.width*4 - 20, 20 }, 0.0f, 4.0f, WHITE);
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								            DrawRectangleLines(screenWidth - cubicmap.width*4 - 20, 20, cubicmap.width*4, cubicmap.height*4, GREEN);
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								            DrawText("cubicmap image used to", 658, 90, 10, GRAY);
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								            DrawText("generate map 3d model", 658, 104, 10, GRAY);
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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(cubicmap);    // Unload cubicmap texture
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								    UnloadTexture(texture);     // Unload map texture
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								    UnloadModel(map);           // Unload map 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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