LoadShaderFromMemory fix.
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@@ -82,11 +82,6 @@ function RL.init()
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RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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-- for x = 0, 3 do
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-- for y = 0, 9 do
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-- table.insert( sprites, { pos = { x + 0.5, y + 0.5 + 1 }, tile = { 1, 1 }, dis = 0, size = 0.8 } )
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-- end
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-- end
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table.insert( sprites, { pos = { 2.5, 2.5 }, tile = { 1, 1 }, dis = 0, size = 0.8 } )
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table.insert( sprites, { pos = { 1.5, 3.5 }, tile = { 3, 1 }, dis = 0, size = 0.5 } )
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table.insert( sprites, { pos = { 0.5, 3.5 }, tile = { 3, 0 }, dis = 0, size = 0.7 } )
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@@ -23,7 +23,6 @@ function RL.init()
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RL.SetCamera3DPosition( camera, { 0, 8, 16 } )
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RL.SetCamera3DTarget( camera, { 0, 0, 0 } )
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RL.SetCamera3DUp( camera, { 0, 1, 0 } )
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RL.SetCameraMode( camera, RL.CAMERA_FREE )
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local ts = PLANE_SIZE
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local meshData = {
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@@ -40,12 +39,6 @@ function RL.init()
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}
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mesh = RL.GenMeshCustom( meshData, true )
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-- local meshEdit = {
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-- vertices = { { 0, 1, 0 }, { 0, 0, PLANE_SIZE }, { PLANE_SIZE, 0, PLANE_SIZE },
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-- { 0, 1, 0 }, { PLANE_SIZE, 0, PLANE_SIZE }, { PLANE_SIZE, 0, 0 } },
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-- }
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-- RL.UpdateMesh( mesh, meshEdit )
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tileTexture = RL.LoadTexture( RL.GetBasePath().."../resources/images/tile.png" )
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RL.GenTextureMipmaps( tileTexture )
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RL.SetTextureFilter( tileTexture, RL.TEXTURE_FILTER_TRILINEAR )
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@@ -85,8 +78,8 @@ end
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function RL.draw()
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RL.ClearBackground( { 25, 50, 50 } )
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RL.UpdateCamera3D( camera )
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RL.UpdateCamera3D( camera, RL.CAMERA_ORBITAL )
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RL.BeginMode3D( camera )
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RL.DrawMesh( mesh, material, matrix )
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RL.EndMode3D()
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@@ -1,6 +1,7 @@
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local camera = -1
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local sphereMesh = -1
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local ray = { { 0.5, 0, 4 }, { 0.1, 0, -1 } }
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local rayCol = {}
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local function setupWindow()
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local monitor = 0
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@@ -14,7 +15,7 @@ local function setupWindow()
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end
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function ray_collision()
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local rayCol = RL.GetRayCollisionMesh( ray, sphereMesh, RL.MatrixIdentity() )
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rayCol = RL.GetRayCollisionMesh( ray, sphereMesh, RL.MatrixIdentity() )
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if rayCol ~= nil and rayCol.hit then
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print( "hit", rayCol.hit )
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@@ -53,5 +54,7 @@ function RL.draw()
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RL.DrawRay( ray, { 255, 100, 100 } )
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RL.DrawMesh( sphereMesh, 0, RL.MatrixIdentity() )
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RL.DrawSphereWires( rayCol.point, 0.05, 4, 8, RL.BLUE )
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RL.DrawLine3D( rayCol.point, RL.Vector3Add( rayCol.point, rayCol.normal ), RL.GREEN )
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RL.EndMode3D()
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end
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