Updated examples to ReiLua 0.9.0.
This commit is contained in:
@@ -40,7 +40,7 @@ end
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function RL.update( delta )
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function RL.update( delta )
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if RL.IsMouseButtonPressed( 0 ) then
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if RL.IsMouseButtonPressed( 0 ) then
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ray = RL.GetMouseRay( RL.GetMousePosition(), camera )
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ray = RL.GetScreenToWorldRay( RL.GetMousePosition(), camera )
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ray_collision()
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ray_collision()
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end
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end
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end
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end
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@@ -61,7 +61,7 @@ function RL.update( delta )
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-- Raycast.
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-- Raycast.
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if not guiMouseHover and RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
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if not guiMouseHover and RL.IsMouseButtonPressed( RL.MOUSE_BUTTON_LEFT ) then
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ray = RL.GetMouseRay( RL.GetMousePosition(), camera.camera )
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ray = RL.GetScreenToWorldRay( RL.GetMousePosition(), camera.camera )
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rayCol = box:getRayCollisionMAS( ray )
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rayCol = box:getRayCollisionMAS( ray )
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cells, exitPoint = RL.GetRayBoxCells( ray, box:maxToPos(), cellSize )
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cells, exitPoint = RL.GetRayBoxCells( ray, box:maxToPos(), cellSize )
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@@ -92,8 +92,6 @@ function Camera3D:getUpward()
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end
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end
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function Camera3D:update( delta )
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function Camera3D:update( delta )
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delta = 1 / 60 -- Hack for framerate independance.
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if self.mode == self.MODES.FREE then
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if self.mode == self.MODES.FREE then
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if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_MIDDLE ) then
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if RL.IsMouseButtonDown( RL.MOUSE_BUTTON_MIDDLE ) then
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local mouseDelta = Vector2:newT( RL.GetMouseDelta() )
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local mouseDelta = Vector2:newT( RL.GetMouseDelta() )
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@@ -109,7 +107,7 @@ function Camera3D:update( delta )
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mouseDelta = mouseDelta:scale( self.TURN_SPEED * delta )
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mouseDelta = mouseDelta:scale( self.TURN_SPEED * delta )
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RL.Camera3DYaw( self.camera, -mouseDelta.x, true )
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RL.Camera3DYaw( self.camera, -mouseDelta.x, true )
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RL.Camera3DPitch( self.camera, -mouseDelta.y, false, true, false )
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RL.Camera3DPitch( self.camera, -mouseDelta.y, true, true, false )
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end
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end
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end
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end
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@@ -124,7 +122,7 @@ function Camera3D:update( delta )
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mouseDelta = mouseDelta:scale( self.TURN_SPEED * delta )
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mouseDelta = mouseDelta:scale( self.TURN_SPEED * delta )
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RL.Camera3DYaw( self.camera, -mouseDelta.x, false )
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RL.Camera3DYaw( self.camera, -mouseDelta.x, false )
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RL.Camera3DPitch( self.camera, -mouseDelta.y, false, false, false )
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RL.Camera3DPitch( self.camera, -mouseDelta.y, true, false, false )
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RL.SetMousePosition( Vector2:newT( RL.GetScreenSize() ):scale( 0.5 ) )
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RL.SetMousePosition( Vector2:newT( RL.GetScreenSize() ):scale( 0.5 ) )
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local distance = self.KEYBOARD_MOVE_SPEED * delta
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local distance = self.KEYBOARD_MOVE_SPEED * delta
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@@ -59,7 +59,7 @@ function utillib.utf8Sub( s, i, j )
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i = utf8.offset( s, i )
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i = utf8.offset( s, i )
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j = utf8.offset( s, j + 1 )
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j = utf8.offset( s, j + 1 )
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if i and j then
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if i and j then
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return s:sub( i, j - 1 )
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return s:sub( i, j - 1 )
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elseif i then
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elseif i then
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@@ -147,27 +147,25 @@ function utillib.printt( t )
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print( "}" )
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print( "}" )
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end
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end
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function utillib.colorLerp( a, b, f )
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return {
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utillib.round( utillib.lerp( a[1], b[1], f ) ),
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utillib.round( utillib.lerp( a[2], b[2], f ) ),
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utillib.round( utillib.lerp( a[3], b[3], f ) )
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}
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end
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-- Move secuence of elements inside table.
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-- Move secuence of elements inside table.
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function utillib.tableMove( t, src, len, dest )
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function utillib.tableMove( t, src, len, dest )
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local copy = table.move( t, src, src + len - 1, 1, {} )
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local copy = table.move( t, src, src + len - 1, 1, {} )
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if src >= dest then
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if src >= dest then
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table.move( t, dest, src - 1, dest + len )
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table.move( t, dest, src - 1, dest + len )
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else
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else
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table.move( t, src + len, dest + len - 1, src )
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table.move( t, src + len, dest + len - 1, src )
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end
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end
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table.move( copy, 1, len, dest, t )
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table.move( copy, 1, len, dest, t )
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end
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end
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function utillib.reverseTable( t )
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for i = 1, math.floor( #t / 2 ), 1 do
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t[i], t[ #t - i + 1 ] = t[ #t - i + 1 ], t[i]
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end
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end
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function utillib.randomFloat( min, max )
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function utillib.randomFloat( min, max )
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return min + math.random() * ( max - min );
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return min + math.random() * ( max - min );
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end
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end
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@@ -183,4 +181,24 @@ function utillib.printBin( v )
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print()
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print()
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end
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end
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function utillib.capitalize( str )
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return string.format( "%s%s", str:sub( 1, 1 ):upper(), str:sub( 2, -1 ) )
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end
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function utillib.doString( str )
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local func, err = load( str )
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if func then
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local success, result = pcall( func )
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if success then
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return result
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else
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RL.TraceLog( RL.LOG_WARNING, "Execution error: "..result )
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end
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else
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RL.TraceLog( RL.LOG_WARNING, "Compilation error: "..err )
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end
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end
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return utillib
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return utillib
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@@ -7,7 +7,6 @@ local res = Vector2:new( 1024, 720 )
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local winScale = 1
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local winScale = 1
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local winSize = res:scale( winScale )
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local winSize = res:scale( winScale )
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local monitor = 0
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local monitor = 0
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local null = RL.LoadBuffer( {}, RL.BUFFER_UNSIGNED_CHAR );
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local triangle = {
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local triangle = {
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texture = {
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texture = {
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@@ -97,7 +96,7 @@ local function createTriangle()
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RL.BUFFER_FLOAT
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RL.BUFFER_FLOAT
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)
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)
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triangle.vbos.positions = RL.rlLoadVertexBuffer( vertexBuffer, false )
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triangle.vbos.positions = RL.rlLoadVertexBuffer( vertexBuffer, false )
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RL.rlSetVertexAttribute( 0, 3, RL.RL_FLOAT, false, 0, null )
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RL.rlSetVertexAttribute( 0, 3, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( 0 )
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RL.rlEnableVertexAttribute( 0 )
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-- Colors.
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-- Colors.
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@@ -110,7 +109,7 @@ local function createTriangle()
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RL.BUFFER_FLOAT
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RL.BUFFER_FLOAT
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)
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)
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triangle.vbos.colors = RL.rlLoadVertexBuffer( colors, false )
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triangle.vbos.colors = RL.rlLoadVertexBuffer( colors, false )
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RL.rlSetVertexAttribute( 1, 4, RL.RL_FLOAT, false, 0, null )
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RL.rlSetVertexAttribute( 1, 4, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( 1 )
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RL.rlEnableVertexAttribute( 1 )
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-- Texcoords.
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-- Texcoords.
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@@ -123,7 +122,7 @@ local function createTriangle()
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RL.BUFFER_FLOAT
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RL.BUFFER_FLOAT
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)
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)
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triangle.vbos.texcoors = RL.rlLoadVertexBuffer( texcoors, false )
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triangle.vbos.texcoors = RL.rlLoadVertexBuffer( texcoors, false )
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RL.rlSetVertexAttribute( 2, 2, RL.RL_FLOAT, false, 0, null )
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RL.rlSetVertexAttribute( 2, 2, RL.RL_FLOAT, false, 0, 0 )
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RL.rlEnableVertexAttribute( 2 )
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RL.rlEnableVertexAttribute( 2 )
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-- Disable.
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-- Disable.
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