cleanups from review
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@ -27,7 +27,7 @@ int main(void)
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Vector2 ballPosition = { -100.0f, -100.0f };
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Color ballColor = BEIGE;
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float touchCounter = 0;
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int touchCounter = 0;
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Vector2 touchPosition = { 0 };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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@ -50,7 +50,7 @@ int main(void)
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if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) touchCounter = 10;
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) touchCounter = 10;
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if (touchCounter > 0) touchCounter -= 1;
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if (touchCounter > 0) touchCounter--;
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//----------------------------------------------------------------------------------
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// Draw
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@ -73,7 +73,7 @@ int main(void)
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}
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// Draw the normal mouse location
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DrawCircleV(ballPosition, 30 + (touchCounter*3), ballColor);
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DrawCircleV(ballPosition, 30 + (touchCounter*3.0f), ballColor);
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DrawText("move ball with mouse and click mouse button to change color", 10, 10, 20, DARKGRAY);
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DrawText("touch the screen at multiple locations to get multiple balls", 10, 30, 20, DARKGRAY);
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@ -98,7 +98,7 @@ int main(void)
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// Draw RenderTexture2D to window, properly scaled
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DrawTexturePro(target.texture, (Rectangle){ 0.0f, 0.0f, (float)target.texture.width, (float)-target.texture.height },
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(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
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(Rectangle){ (GetScreenWidth() - ((float)gameScreenWidth*scale))*0.5f, (GetScreenHeight() - ((float)gameScreenHeight*scale))*0.5f,
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(float)gameScreenWidth*scale, (float)gameScreenHeight*scale }, (Vector2){ 0, 0 }, 0.0f, WHITE);
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EndDrawing();
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@ -45,10 +45,10 @@ int main(void)
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camera.projection = CAMERA_PERSPECTIVE;
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// Define our three models to show the shader on
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Mesh torus = GenMeshTorus(.3f, 1, 16, 32);
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Mesh torus = GenMeshTorus(0.3f, 1, 16, 32);
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Model model1 = LoadModelFromMesh(torus);
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Mesh cube = GenMeshCube(.8f,.8f,.8f);
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Mesh cube = GenMeshCube(0.8f,0.8f,0.8f);
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Model model2 = LoadModelFromMesh(cube);
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// Generate model to be shaded just to see the gaps in the other two
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@ -44,7 +44,7 @@ int main(void)
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int colorSelected = 0;
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int colorSelectedPrev = colorSelected;
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int colorMouseHover = 0;
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float brushSize = 20;
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float brushSize = 20.0f;
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bool mouseWasPressed = false;
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Rectangle btnSaveRec = { 750, 10, 40, 30 };
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