Added check for empty cylinder.
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@ -778,6 +778,10 @@ void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float e
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if(sides < 3) sides = 3;
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Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
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if(direction.x == direction.x && direction.y == direction.y && direction.z == direction.z) {
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return;
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}
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// Construct a basis of the base and the top face:
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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@ -868,10 +872,14 @@ void DrawCylinderWiresEx(Vector3 startPos, Vector3 endPos, float startRadius, fl
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int numVertex = sides*6;
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rlCheckRenderBatchLimit(numVertex);
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Vector3 difference = Vector3Subtract(endPos, startPos);
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Vector3 direction = { endPos.x - startPos.x, endPos.y - startPos.y, endPos.z - startPos.z };
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if(direction.x == direction.x && direction.y == direction.y && direction.z == direction.z) {
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return;
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}
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// Construct a basis of the base and the top face:
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(difference));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, difference));
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Vector3 b1 = Vector3Normalize(Vector3Perpendicular(direction));
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Vector3 b2 = Vector3Normalize(Vector3CrossProduct(b1, direction));
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float baseAngle = (2.0*PI)/sides;
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