Don't create an ortho matrix when the viewport is 0 in any axis.
Not all compilers divide by 0 and return inf, some segfault. The matrix is not used by anything when minimized, so it just needs to not be called.
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@ -19,8 +19,10 @@
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*
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********************************************************************************************/
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#include "TPOrbitCamera.h"
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#include "raylib.h"
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int main(void)
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{
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// Initialization
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@ -28,6 +30,11 @@ int main(void)
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const int screenWidth = 800;
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const int screenHeight = 450;
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TPOrbitCamera cam;
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InitTPOrbitCamera(&cam, 45, (Vector3) { 0, 0, 0 });
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SetConfigFlags(FLAG_WINDOW_HIGHDPI)
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InitWindow(screenWidth, screenHeight, "raylib [core] example - basic window");
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -4003,7 +4003,8 @@ static void SetupViewport(int width, int height)
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// Set orthographic projection to current framebuffer size
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// NOTE: Configured top-left corner as (0, 0)
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rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
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if (width > 0 && height > 0)
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rlOrtho(0, CORE.Window.render.width, CORE.Window.render.height, 0, 0.0f, 1.0f);
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rlMatrixMode(RL_MODELVIEW); // Switch back to modelview matrix
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rlLoadIdentity(); // Reset current matrix (modelview)
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