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@@ -35,13 +35,12 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [models] example - bone socket");
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// Define the camera to look into our 3d world
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- Camera camera = {
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- .position = { 5.0f, 5.0f, 5.0f }, // Camera position
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- .target = { 0.0f, 2.0f, 0.0f }, // Camera looking at point
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- .up = { 0.0f, 1.0f, 0.0f }, // Camera up vector (rotation towards target)
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- .fovy = 45.0f, // Camera field-of-view Y
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- .projection = CAMERA_PERSPECTIVE // Camera projection type
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- };
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+ Camera camera = { 0 };
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+ camera.position = (Vector3){ 5.0f, 5.0f, 5.0f }; // Camera position
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+ camera.target = (Vector3){ 0.0f, 2.0f, 0.0f }; // Camera looking at point
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+ camera.up = (Vector3){ 0.0f, 1.0f, 0.0f }; // Camera up vector (rotation towards target)
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+ camera.fovy = 45.0f; // Camera field-of-view Y
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+ camera.projection = CAMERA_PERSPECTIVE; // Camera projection type
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// Load gltf model
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Model characterModel = LoadModel("resources/models/gltf/greenman.glb"); // Load character model
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@@ -132,7 +131,7 @@ int main(void)
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DrawMesh(characterModel.meshes[0], characterModel.materials[1], characterModel.transform);
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// Draw equipments (hat, sword, shield)
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- for (unsigned short i=0; i<BONE_SOCKETS; i++)
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+ for (int i = 0; i < BONE_SOCKETS; i++)
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{
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if (!showEquip[i]) continue;
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@@ -171,7 +170,7 @@ int main(void)
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UnloadModel(characterModel); // Unload character model and meshes/material
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// Unload equipment model and meshes/material
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- for (unsigned short i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
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+ for (int i = 0; i < BONE_SOCKETS; i++) UnloadModel(equipModel[i]);
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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