Update hardcoded value of pi to use SDL constant SDL_PI_F for improved consistency and readability.
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@ -12,9 +12,10 @@
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/* Simple program: draw a RGB triangle, with texture */
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#include <SDL3/SDL_test_common.h>
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#include <SDL3/SDL_main.h>
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#include "testutils.h"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_test_common.h>
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#ifdef SDL_PLATFORM_EMSCRIPTEN
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#include <emscripten/emscripten.h>
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@ -136,7 +137,7 @@ static void loop(void)
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cx += translate_cx;
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cy += translate_cy;
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a = (angle * 3.1415f) / 180.0f;
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a = (angle * SDL_PI_F) / 180.0f;
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verts[0].position.x = cx + d * SDL_cosf(a);
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verts[0].position.y = cy + d * SDL_sinf(a);
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verts[0].color.r = 1.0f;
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@ -144,7 +145,7 @@ static void loop(void)
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verts[0].color.b = 0;
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verts[0].color.a = 1.0f;
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a = ((angle + 120) * 3.1415f) / 180.0f;
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a = ((angle + 120) * SDL_PI_F) / 180.0f;
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verts[1].position.x = cx + d * SDL_cosf(a);
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verts[1].position.y = cy + d * SDL_sinf(a);
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verts[1].color.r = 0;
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@ -152,7 +153,7 @@ static void loop(void)
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verts[1].color.b = 0;
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verts[1].color.a = 1.0f;
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a = ((angle + 240) * 3.1415f) / 180.0f;
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a = ((angle + 240) * SDL_PI_F) / 180.0f;
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verts[2].position.x = cx + d * SDL_cosf(a);
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verts[2].position.y = cy + d * SDL_sinf(a);
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verts[2].color.r = 0;
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