twn_draw.c: draw_camera_2d()!
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@ -161,8 +161,15 @@ static void finally_use_2d_pipeline(void) {
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glOrtho(0, (double)ctx.base_render_width, (double)ctx.base_render_height, 0, 0, 1);
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glMatrixMode(GL_MODELVIEW);
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/* TODO: 2d camera */
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glLoadIdentity();
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/* rotate against center of the viewport */
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Vec2 const center_offset = { ctx.game.resolution.x / 2, ctx.game.resolution.y / 2 };
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glTranslatef(center_offset.x, center_offset.y, 0);
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glRotatef(camera_2d_rotation, 0, 0, 1);
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glScalef(camera_2d_zoom, camera_2d_zoom, 1);
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glTranslatef(-center_offset.x, -center_offset.y, 0);
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/* apply the rest */
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glTranslatef(-camera_2d_position.x, -camera_2d_position.y, 0);
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texture_mode_last_used = -1;
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pipeline_last_used = PIPELINE_2D;
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