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Ray %!s(int64=3) %!d(string=hai) anos
pai
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5840cd6e50

+ 1 - 1
examples/core/core_3d_camera_first_person.c

@@ -57,7 +57,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);                  // Update camera
+        UpdateCamera(&camera);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/core/core_3d_camera_free.c

@@ -45,7 +45,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update camera
+        UpdateCamera(&camera);
 
         if (IsKeyDown('Z')) camera.target = (Vector3){ 0.0f, 0.0f, 0.0f };
         //----------------------------------------------------------------------------------

+ 1 - 1
examples/core/core_3d_picking.c

@@ -50,7 +50,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update camera
+        UpdateCamera(&camera);
 
         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
         {

+ 1 - 1
examples/core/core_vr_simulator.c

@@ -109,7 +109,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update camera (simulator mode)
+        UpdateCamera(&camera);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/core/core_world_screen.c

@@ -46,7 +46,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update camera
+        UpdateCamera(&camera);
 
         // Calculate cube screen space position (with a little offset to be in top)
         cubeScreenPosition = GetWorldToScreen((Vector3){cubePosition.x, cubePosition.y + 2.5f, cubePosition.z}, camera);

+ 1 - 1
examples/models/models_billboard.c

@@ -46,7 +46,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update camera
+        UpdateCamera(&camera);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/models/models_cubicmap.c

@@ -52,7 +52,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update camera
+        UpdateCamera(&camera);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/models/models_first_person_maze.c

@@ -57,7 +57,7 @@ int main(void)
         //----------------------------------------------------------------------------------
         Vector3 oldCamPos = camera.position;    // Store old camera position
 
-        UpdateCamera(&camera);      // Update camera
+        UpdateCamera(&camera);
 
         // Check player collision (we simplify to 2D collision detection)
         Vector2 playerPos = { camera.position.x, camera.position.z };

+ 1 - 1
examples/models/models_heightmap.c

@@ -49,7 +49,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update camera
+        UpdateCamera(&camera);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/models/models_loading_gltf.c

@@ -48,7 +48,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update our camera with inputs
+        UpdateCamera(&camera);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/models/models_loading_vox.c

@@ -79,7 +79,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);      // Update our camera to orbit
+        UpdateCamera(&camera);
 
         // Cycle between models on mouse click
         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) currentModel = (currentModel + 1)%MAX_VOX_FILES;

+ 1 - 1
examples/models/models_mesh_generation.c

@@ -78,7 +78,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);      // Update internal camera and our camera
+        UpdateCamera(&camera);
 
         if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
         {

+ 1 - 1
examples/models/models_mesh_picking.c

@@ -73,7 +73,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);          // Update camera
+        UpdateCamera(&camera);
 
         // Display information about closest hit
         RayCollision collision = { 0 };

+ 1 - 1
examples/models/models_skybox.c

@@ -97,7 +97,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update camera
+        UpdateCamera(&camera);
 
         // Load new cubemap texture on drag&drop
         if (IsFileDropped())

+ 1 - 1
examples/shaders/shaders_basic_lighting.c

@@ -90,7 +90,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update camera
+        UpdateCamera(&camera);
 
         // Update the shader with the camera view vector (points towards { 0.0f, 0.0f, 0.0f })
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };

+ 2 - 2
examples/shaders/shaders_custom_uniform.c

@@ -78,6 +78,8 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
+        UpdateCamera(&camera);
+        
         Vector2 mousePosition = GetMousePosition();
 
         swirlCenter[0] = mousePosition.x;
@@ -85,8 +87,6 @@ int main(void)
 
         // Send new value to the shader to be used on drawing
         SetShaderValue(shader, swirlCenterLoc, swirlCenter, SHADER_UNIFORM_VEC2);
-
-        UpdateCamera(&camera);          // Update camera
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/shaders/shaders_fog.c

@@ -94,7 +94,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update camera
+        UpdateCamera(&camera);
 
         if (IsKeyDown(KEY_UP))
         {

+ 1 - 1
examples/shaders/shaders_model_shader.c

@@ -70,7 +70,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);                  // Update camera
+        UpdateCamera(&camera);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 1 - 1
examples/shaders/shaders_postprocessing.c

@@ -118,7 +118,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update camera
+        UpdateCamera(&camera);
 
         if (IsKeyPressed(KEY_RIGHT)) currentShader++;
         else if (IsKeyPressed(KEY_LEFT)) currentShader--;

+ 1 - 1
examples/shaders/shaders_raymarching.c

@@ -66,7 +66,7 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
-        UpdateCamera(&camera);              // Update camera
+        UpdateCamera(&camera);
 
         float cameraPos[3] = { camera.position.x, camera.position.y, camera.position.z };
         float cameraTarget[3] = { camera.target.x, camera.target.y, camera.target.z };

+ 2 - 2
examples/shaders/shaders_simple_mask.c

@@ -93,6 +93,8 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
+        UpdateCamera(&camera);
+        
         framesCounter++;
         rotation.x += 0.01f;
         rotation.y += 0.005f;
@@ -103,8 +105,6 @@ int main(void)
 
         // Rotate one of the models
         model1.transform = MatrixRotateXYZ(rotation);
-
-        UpdateCamera(&camera);
         //----------------------------------------------------------------------------------
 
         // Draw

+ 2 - 1
examples/text/text_draw_3d.c

@@ -141,6 +141,8 @@ int main(void)
     {
         // Update
         //----------------------------------------------------------------------------------
+        UpdateCamera(&camera);
+        
         // Handle font files dropped
         if (IsFileDropped())
         {
@@ -265,7 +267,6 @@ int main(void)
         // Measure 3D text so we can center it
         tbox = MeasureTextWave3D(font, text, fontSize, fontSpacing, lineSpacing);
 
-        UpdateCamera(&camera);          // Update camera
         quads = 0;                      // Reset quad counter
         time += GetFrameTime();         // Update timer needed by `DrawTextWave3D()`
         //----------------------------------------------------------------------------------