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								/*******************************************************************************************
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								*
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								*   raylib [models] example - Heightmap loading and drawing
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								*
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								*   This example has been created using raylib 1.8 (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(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 - heightmap loading and drawing");
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								    // Define our custom camera to look into our 3d world
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								    Camera camera = { { 18.0f, 18.0f, 18.0f }, { 0.0f, 0.0f, 0.0f }, { 0.0f, 1.0f, 0.0f }, 45.0f, 0 };
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								    Image image = LoadImage("resources/heightmap.png");             // Load heightmap image (RAM)
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								    Texture2D texture = LoadTextureFromImage(image);                // Convert image to texture (VRAM)
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								    Mesh mesh = GenMeshHeightmap(image, (Vector3){ 16, 8, 16 });    // Generate heightmap mesh (RAM and VRAM)
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								    Model model = LoadModelFromMesh(mesh);                          // Load model from generated mesh
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								    model.materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;         // Set map diffuse texture
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								    Vector3 mapPosition = { -8.0f, 0.0f, -8.0f };                   // Define model position
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								    UnloadImage(image);                     // Unload heightmap image from RAM, already uploaded to VRAM
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								    SetCameraMode(camera, CAMERA_ORBITAL);  // Set an orbital camera mode
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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 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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								            BeginMode3D(camera);
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								                DrawModel(model, mapPosition, 1.0f, RED);
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								                DrawGrid(20, 1.0f);
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								            EndMode3D();
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								            DrawTexture(texture, screenWidth - texture.width - 20, 20, WHITE);
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								            DrawRectangleLines(screenWidth - texture.width - 20, 20, texture.width, texture.height, GREEN);
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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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