Some tweaks and details review
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@ -350,8 +350,6 @@ void InitWindow(int width, int height, struct android_app *state)
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//state->userData = &engine;
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app->onAppCmd = AndroidCommandCallback;
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//InitGesturesSystem(app); // NOTE: Must be called by user
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InitAssetManager(app->activity->assetManager);
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@ -1568,7 +1566,7 @@ static void InitTimer(void)
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previousTime = GetTime(); // Get time as double
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}
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// Get current time measure since InitTimer()
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// Get current time measure (in seconds) since InitTimer()
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static double GetTime(void)
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{
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#if defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB)
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@ -1576,7 +1574,7 @@ static double GetTime(void)
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#elif defined(PLATFORM_ANDROID) || defined(PLATFORM_RPI)
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struct timespec ts;
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clock_gettime(CLOCK_MONOTONIC, &ts);
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uint64_t time = ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
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uint64_t time = (uint64_t)ts.tv_sec*1000000000LLU + (uint64_t)ts.tv_nsec;
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return (double)(time - baseTime)*1e-9;
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#endif
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BIN
src/libraylib.a
BIN
src/libraylib.a
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@ -577,7 +577,10 @@ Model LoadModel(const char *fileName)
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model = rlglLoadModel(vData); // Upload vertex data to GPU
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// Now that vertex data is uploaded to GPU, we can free arrays
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// NOTE: We don't need CPU vertex data on OpenGL 3.3 or ES2
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// NOTE 1: We don't need CPU vertex data on OpenGL 3.3 or ES2... for static meshes...
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// NOTE 2: ...but we could keep CPU vertex data in case we need to update the mesh
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/*
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if (rlGetVersion() != OPENGL_11)
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{
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free(vData.vertices);
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@ -585,6 +588,7 @@ Model LoadModel(const char *fileName)
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free(vData.normals);
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free(vData.colors);
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}
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*/
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}
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return model;
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