removed heap allocations\
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@ -198,7 +198,7 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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Vector2 previous = startPos;
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Vector2 current = { 0 };
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Vector2* pts = RL_MALLOC((2*BEZIER_LINE_DIVISIONS+2)*sizeof(Vector2));
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Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
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for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
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{
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@ -213,22 +213,21 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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if (i==1)
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{
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pts[0].x = previous.x+dy*size;
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pts[0].y = previous.y-dx*size;
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pts[1].x = previous.x-dy*size;
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pts[1].y = previous.y+dx*size;
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points[0].x = previous.x+dy*size;
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points[0].y = previous.y-dx*size;
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points[1].x = previous.x-dy*size;
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points[1].y = previous.y+dx*size;
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}
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pts[2*i+1].x = current.x-dy*size;
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pts[2*i+1].y = current.y+dx*size;
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pts[2*i].x = current.x+dy*size;
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pts[2*i].y = current.y-dx*size;
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points[2*i+1].x = current.x-dy*size;
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points[2*i+1].y = current.y+dx*size;
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points[2*i].x = current.x+dy*size;
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points[2*i].y = current.y-dx*size;
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previous = current;
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}
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DrawTriangleStrip(pts, 2*BEZIER_LINE_DIVISIONS+2, color);
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RL_FREE(pts);
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DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
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}
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// Draw line using quadratic bezier curves with a control point
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@ -240,7 +239,7 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
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Vector2 current = { 0 };
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float t = 0.0f;
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Vector2* pts = RL_MALLOC((2*BEZIER_LINE_DIVISIONS+2)*sizeof(Vector2));
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Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
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for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
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{
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@ -259,22 +258,21 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
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if (i==1)
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{
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pts[0].x = previous.x+dy*size;
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pts[0].y = previous.y-dx*size;
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pts[1].x = previous.x-dy*size;
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pts[1].y = previous.y+dx*size;
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points[0].x = previous.x+dy*size;
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points[0].y = previous.y-dx*size;
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points[1].x = previous.x-dy*size;
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points[1].y = previous.y+dx*size;
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}
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pts[2*i+1].x = current.x-dy*size;
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pts[2*i+1].y = current.y+dx*size;
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pts[2*i].x = current.x+dy*size;
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pts[2*i].y = current.y-dx*size;
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points[2*i+1].x = current.x-dy*size;
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points[2*i+1].y = current.y+dx*size;
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points[2*i].x = current.x+dy*size;
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points[2*i].y = current.y-dx*size;
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previous = current;
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}
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DrawTriangleStrip(pts, 2*BEZIER_LINE_DIVISIONS+2, color);
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RL_FREE(pts);
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DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
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}
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// Draw line using cubic bezier curves with 2 control points
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@ -286,7 +284,7 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP
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Vector2 current = { 0 };
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float t = 0.0f;
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Vector2* pts = RL_MALLOC((2*BEZIER_LINE_DIVISIONS+2)*sizeof(Vector2));
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Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
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for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
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{
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@ -305,22 +303,21 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP
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if (i==1)
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{
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pts[0].x = previous.x+dy*size;
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pts[0].y = previous.y-dx*size;
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pts[1].x = previous.x-dy*size;
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pts[1].y = previous.y+dx*size;
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points[0].x = previous.x+dy*size;
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points[0].y = previous.y-dx*size;
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points[1].x = previous.x-dy*size;
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points[1].y = previous.y+dx*size;
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}
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pts[2*i+1].x = current.x-dy*size;
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pts[2*i+1].y = current.y+dx*size;
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pts[2*i].x = current.x+dy*size;
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pts[2*i].y = current.y-dx*size;
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points[2*i+1].x = current.x-dy*size;
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points[2*i+1].y = current.y+dx*size;
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points[2*i].x = current.x+dy*size;
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points[2*i].y = current.y-dx*size;
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previous = current;
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}
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DrawTriangleStrip(pts, 2*BEZIER_LINE_DIVISIONS+2, color);
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RL_FREE(pts);
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DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
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}
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// Draw lines sequence
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