use newly FirstPersonCameraControl
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@@ -74,8 +74,8 @@ namespace hgl
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{
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float ang=float(i)/float(rci->round_per-1)*90.0f;
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float x=sin(hgl_deg2rad(ang))*radius;
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float y=cos(hgl_deg2rad(ang))*radius;
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float x=sin(deg2rad(ang))*radius;
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float y=cos(deg2rad(ang))*radius;
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coord[i].x=x;
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coord[i].y=y;
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@@ -148,8 +148,8 @@ namespace hgl
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{
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float ang=float(i)/float(cci->field_count)*360.0f;
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float x=cci->center.x+sin(hgl_deg2rad(ang))*cci->radius.x;
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float y=cci->center.y+cos(hgl_deg2rad(ang))*cci->radius.y;
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float x=cci->center.x+sin(deg2rad(ang))*cci->radius.x;
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float y=cci->center.y+cos(deg2rad(ang))*cci->radius.y;
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vertex->Write(x,y);
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@@ -373,7 +373,7 @@ namespace hgl
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void glusQuaternionRotateRyf(float quaternion[4], const float angle)
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{
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float halfAngleRadian = hgl_deg2rad(angle) * 0.5f;
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float halfAngleRadian = deg2rad(angle) * 0.5f;
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quaternion[0] = 0.0f;
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quaternion[1] = sin(halfAngleRadian);
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@@ -383,7 +383,7 @@ namespace hgl
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void glusQuaternionRotateRzf(float quaternion[4], const float angle)
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{
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float halfAngleRadian = hgl_deg2rad(angle) * 0.5f;
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float halfAngleRadian = deg2rad(angle) * 0.5f;
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quaternion[0] = 0.0f;
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quaternion[1] = 0.0f;
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