Avoid using DrawCubeTexture()
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@ -15,7 +15,6 @@
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#include "raylib.h"
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Texture2D textureGrid = { 0 };
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Camera cameraPlayer1 = { 0 };
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Camera cameraPlayer2 = { 0 };
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@ -32,8 +31,8 @@ void DrawScene(void)
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{
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for (float z = -count*spacing; z <= count*spacing; z += spacing)
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{
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DrawCubeTexture(textureGrid, (Vector3) { x, 1.5f, z }, 1, 1, 1, GREEN);
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DrawCubeTexture(textureGrid, (Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
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DrawCube((Vector3) { x, 1.5f, z }, 1, 1, 1, LIME);
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DrawCube((Vector3) { x, 0.5f, z }, 0.25f, 1, 0.25f, BROWN);
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}
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}
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@ -54,13 +53,6 @@ int main(void)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - split screen");
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// Generate a simple texture to use for trees
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Image img = GenImageChecked(256, 256, 32, 32, DARKGRAY, WHITE);
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textureGrid = LoadTextureFromImage(img);
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UnloadImage(img);
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SetTextureFilter(textureGrid, TEXTURE_FILTER_ANISOTROPIC_16X);
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SetTextureWrap(textureGrid, TEXTURE_WRAP_CLAMP);
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// Setup player 1 camera and screen
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cameraPlayer1.fovy = 45.0f;
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cameraPlayer1.up.y = 1.0f;
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@ -151,7 +143,6 @@ int main(void)
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//--------------------------------------------------------------------------------------
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UnloadRenderTexture(screenPlayer1); // Unload render texture
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UnloadRenderTexture(screenPlayer2); // Unload render texture
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UnloadTexture(textureGrid); // Unload texture
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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