Position argument added for GetCodepoint, GetCodepointNext and GetCodepointPrevious.
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@@ -12,6 +12,8 @@ local LIGHTRENDER_SIZE = 1024 -- Maxinum light size.
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local SHADOW_FOV = 45 -- Camera fov for shadow rendering.
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local WALL_MESH_HEIGHT = math.tan( RL.DEG2RAD * ( 90 - SHADOW_FOV / 2 ) ) * LIGHTRENDER_SIZE / TILE_SIZE_PX / 2
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print( "WALL_MESH_HEIGHT", WALL_MESH_HEIGHT )
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local monitor = 0
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local monitorPos = Vector2:new( RL.GetMonitorPosition( monitor ) )
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local monitorSize = Vector2:new( RL.GetMonitorSize( monitor ) )
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@@ -24,7 +26,7 @@ local lightTexSize = Vector2:new()
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local framebuffer = nil
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local lightMap = nil -- Final image of all lights.
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local lightRender = nil -- RenderTexture for individual light and shadow rendering.
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local ambientLight = Color:new( 40, 40, 40, 255 )
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local ambientLight = Color:new( 40, 40, 40 )
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local wallSegs = {}
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local shadowMesh = nil
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local lights = {}
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@@ -131,10 +133,10 @@ function RL.init()
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RL.rlDisableBackfaceCulling()
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end
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-- Process.
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-- Update.
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function RL.update( delta )
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lights[1].pos = Vector2:new( RL.GetMousePosition() )
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lights[1].pos:set( RL.GetMousePosition() )
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end
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-- Drawing.
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