Setup a 3d viewport for some extra stuff.
Want to mess aroudn with my math notes possibly in this prototype...
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@ -9,6 +9,21 @@ render :: proc()
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{
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profile(#procedure)
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state := get_state(); using state
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render_mode_3d()
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rl.BeginDrawing()
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rl.ClearBackground( Color_BG )
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render_mode_2d()
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render_mode_screenspace()
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rl.EndDrawing()
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}
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render_mode_screenspace :: proc ()
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{
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state := get_state(); using state
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replay := & Memory_App.replay
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cam := & project.workspace.cam
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win_extent := state.app_window.extent
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@ -18,86 +33,78 @@ render :: proc()
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-win_extent.y + cam.target.y,
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}
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rl.BeginDrawing()
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rl.ClearBackground( Color_BG )
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render_mode_2d()
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//region Render Screenspace
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profile("Render Screenspace")
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fps_msg := str_fmt_tmp( "FPS: %f", fps_avg)
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fps_msg_width := measure_text_size( fps_msg, default_font, 16.0, 0.0 ).x
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fps_msg_pos := screen_get_corners().top_right - { fps_msg_width, 0 }
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debug_draw_text( fps_msg, fps_msg_pos, 16.0, color = rl.GREEN )
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debug_text :: proc( format : string, args : ..any )
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{
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profile("Render Screenspace")
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fps_msg := str_fmt_tmp( "FPS: %f", fps_avg)
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fps_msg_width := measure_text_size( fps_msg, default_font, 16.0, 0.0 ).x
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fps_msg_pos := screen_get_corners().top_right - { fps_msg_width, 0 }
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debug_draw_text( fps_msg, fps_msg_pos, 16.0, color = rl.GREEN )
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@static draw_text_scratch : [Kilobyte * 64]u8
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debug_text :: proc( format : string, args : ..any )
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{
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@static draw_text_scratch : [Kilobyte * 64]u8
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state := get_state(); using state
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if debug.draw_debug_text_y > 800 {
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debug.draw_debug_text_y = 50
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}
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cam := & project.workspace.cam
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screen_corners := screen_get_corners()
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position := screen_corners.top_right
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position.x -= 800
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position.y += debug.draw_debug_text_y
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content := str_fmt_buffer( draw_text_scratch[:], format, ..args )
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debug_draw_text( content, position, 14.0 )
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debug.draw_debug_text_y += 14
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state := get_state(); using state
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if debug.draw_debug_text_y > 800 {
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debug.draw_debug_text_y = 50
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}
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// Debug Text
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{
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// debug_text( "Screen Width : %v", rl.GetScreenWidth () )
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// debug_text( "Screen Height: %v", rl.GetScreenHeight() )
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debug_text( "frametime_target_ms : %f ms", frametime_target_ms )
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debug_text( "frametime : %f ms", frametime_delta_ms )
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// debug_text( "frametime_last_elapsed_ms : %f ms", frametime_elapsed_ms )
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if replay.mode == ReplayMode.Record {
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debug_text( "Recording Input")
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}
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if replay.mode == ReplayMode.Playback {
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debug_text( "Replaying Input")
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}
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}
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cam := & project.workspace.cam
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screen_corners := screen_get_corners()
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debug_text("Zoom Target: %v", project.workspace.zoom_target)
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position := screen_corners.top_right
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position.x -= 800
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position.y += debug.draw_debug_text_y
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if debug.mouse_vis {
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debug_text( "Mouse Vertical Wheel: %v", input.mouse.vertical_wheel )
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debug_text( "Mouse Position (Screen): %v", input.mouse.pos )
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debug_text("Mouse Position (World): %v", screen_to_world(input.mouse.pos) )
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cursor_pos := transmute(Vec2) state.app_window.extent + input.mouse.pos
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rl.DrawCircleV( cursor_pos, 10, Color_White_A125 )
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}
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content := str_fmt_buffer( draw_text_scratch[:], format, ..args )
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debug_draw_text( content, position, 14.0 )
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ui := project.workspace.ui
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// debug_text("Box Count: %v", ui.built_box_count )
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hot_box := ui_box_from_key( ui.curr_cache, ui.hot )
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active_box := ui_box_from_key( ui.curr_cache, ui.active )
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if hot_box != nil {
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debug_text("Hot Box : %v", hot_box.label.str )
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// debug_text("Hot Range2: %v", hot_box.computed.bounds.pts)
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}
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if active_box != nil{
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// debug_text("Active Box: %v", active_box.label.str )
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}
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// debug_text("Active Resizing: %v", ui.active_start_signal.resizing)
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view := view_get_bounds()
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// debug_text("View Bounds (World): %v", view.pts )
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debug.draw_debug_text_y = 50
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debug.draw_debug_text_y += 14
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}
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//endregion Render Screenspace
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rl.EndDrawing()
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// Debug Text
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{
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// debug_text( "Screen Width : %v", rl.GetScreenWidth () )
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// debug_text( "Screen Height: %v", rl.GetScreenHeight() )
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debug_text( "frametime_target_ms : %f ms", frametime_target_ms )
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debug_text( "frametime : %f ms", frametime_delta_ms )
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// debug_text( "frametime_last_elapsed_ms : %f ms", frametime_elapsed_ms )
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if replay.mode == ReplayMode.Record {
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debug_text( "Recording Input")
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}
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if replay.mode == ReplayMode.Playback {
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debug_text( "Replaying Input")
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}
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}
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debug_text("Zoom Target: %v", project.workspace.zoom_target)
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if debug.mouse_vis {
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debug_text( "Mouse Vertical Wheel: %v", input.mouse.vertical_wheel )
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debug_text( "Mouse Position (Screen): %v", input.mouse.pos )
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debug_text("Mouse Position (World): %v", screen_to_world(input.mouse.pos) )
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cursor_pos := transmute(Vec2) state.app_window.extent + input.mouse.pos
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rl.DrawCircleV( cursor_pos, 10, Color_White_A125 )
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}
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ui := project.workspace.ui
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// debug_text("Box Count: %v", ui.built_box_count )
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hot_box := ui_box_from_key( ui.curr_cache, ui.hot )
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active_box := ui_box_from_key( ui.curr_cache, ui.active )
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if hot_box != nil {
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debug_text("Hot Box : %v", hot_box.label.str )
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// debug_text("Hot Range2: %v", hot_box.computed.bounds.pts)
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}
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if active_box != nil{
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// debug_text("Active Box: %v", active_box.label.str )
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}
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// debug_text("Active Resizing: %v", ui.active_start_signal.resizing)
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view := view_get_bounds()
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// debug_text("View Bounds (World): %v", view.pts )
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debug.draw_debug_text_y = 50
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}
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render_mode_2d :: proc()
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@ -110,6 +117,19 @@ render_mode_2d :: proc()
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rl.BeginMode2D( project.workspace.cam )
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// Draw 3D Viewport
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{
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viewport_size := Vec2 { 1280.0, 720.0 }
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vp_half_size := viewport_size * 0.5
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viewport_box := range2( -vp_half_size, vp_half_size )
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viewport_render := range2(
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world_to_screen_pos( viewport_box.min),
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world_to_screen_pos( viewport_box.max),
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)
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viewport_rect := range2_to_rl_rect( viewport_render )
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rl.DrawTextureRec( debug.viewport_rt.texture, viewport_rect, -vp_half_size, Color_White )
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}
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// draw_text( "This is text in world space", { 0, 200 }, 16.0 )
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cam_zoom_ratio := 1.0 / cam.zoom
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@ -154,6 +174,7 @@ render_mode_2d :: proc()
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continue
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}
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// TODO(Ed) : Render Borders
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// profile_begin("Calculating Raylib rectangles")
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@ -269,7 +290,23 @@ render_mode_2d :: proc()
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rl.DrawCircleV( world_to_screen_pos(cursor_world_pos), 5, Color_GreyRed )
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}
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rl.DrawCircleV( { 0, 0 }, 1 * cam_zoom_ratio, Color_White )
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// rl.DrawCircleV( { 0, 0 }, 1 * cam_zoom_ratio, Color_White )
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rl.EndMode2D()
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}
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render_mode_3d :: proc()
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{
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profile(#procedure)
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state := get_state(); using state
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rl.BeginDrawing()
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rl.BeginTextureMode( debug.viewport_rt )
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rl.BeginMode3D( debug.cam_vp )
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rl.ClearBackground( Color_3D_BG )
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rl.EndMode3D()
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rl.EndTextureMode()
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rl.EndDrawing()
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}
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