Render chips
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@ -61,23 +61,22 @@ void holdemRenderFrameUseLeft() {
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void holdemRenderFrameUseRight() {
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glClearColor(0.3, 0.3, 0, 1);
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frameBufferUse(GAME_STATE.frameRight, true);
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// cameraPerspective(&GAME_STATE.cameraRight, 45,
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// (
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// (float)GAME_STATE.frameRight->texture->width /
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// (float)GAME_STATE.frameRight->texture->height
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// ), 0.2f, 1000.0f
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// );
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// cameraLookAt(&GAME_STATE.cameraRight, 0, 3, 3, 0, 0, 0);
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cameraPerspective(&GAME_STATE.cameraRight, 15,
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cameraPerspective(&GAME_STATE.cameraRight, 45,
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(
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(float)GAME_STATE.frameRight->texture->width /
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(float)GAME_STATE.frameRight->texture->height
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), 0.2f, 1000.0f
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);
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cameraLookAt(&GAME_STATE.cameraRight, 0, 1, -8, 0, 0, 0);
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cameraLookAt(&GAME_STATE.cameraRight, 0, 3, 3, 0, 0, 0);
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// cameraPerspective(&GAME_STATE.cameraRight, 15,
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// (
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// (float)GAME_STATE.frameRight->texture->width /
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// (float)GAME_STATE.frameRight->texture->height
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// ), 0.2f, 1000.0f
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// );
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// cameraLookAt(&GAME_STATE.cameraRight, 0, 1, -8, 0, 0, 0);
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shaderUseCamera(GAME_STATE.shaderWorld, &GAME_STATE.cameraRight);
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}
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