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ADDED: DrawTriangleGradient()
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@ -1421,6 +1421,12 @@ void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, f
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// Draw a triangle
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// NOTE: Vertex must be provided in counter-clockwise order
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
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DrawTriangleGradient(v1, v2, v3, color, color, color);
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}
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// Draw triangle with interpolated colors (vertex in counter-clockwise order!)
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void DrawTriangleGradient(Vector2 v1, Vector2 v2, Vector2 v3, Color c1, Color c2, Color c3)
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{
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#if SUPPORT_QUADS_DRAW_MODE
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rlSetTexture(GetShapesTexture().id);
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@ -1428,17 +1434,20 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(c1.r, c1.g, c1.b, c1.a);
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rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
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rlVertex2f(v1.x, v1.y);
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rlColor4ub(c2.r, c2.g, c2.b, c2.a);
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rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
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rlVertex2f(v2.x, v2.y);
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rlColor4ub(c3.r, c3.g, c3.b, c3.a);
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rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
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rlVertex2f(v3.x, v3.y);
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rlColor4ub(c3.r, c3.g, c3.b, c3.a);
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rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
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rlVertex2f(v3.x, v3.y);
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rlEnd();
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@ -1446,9 +1455,11 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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rlSetTexture(0);
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#else
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(c1.r, c1.g, c1.b, c1.a);
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rlVertex2f(v1.x, v1.y);
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rlColor4ub(c2.r, c2.g, c2.b, c2.a);
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rlVertex2f(v2.x, v2.y);
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rlColor4ub(c3.r, c3.g, c3.b, c3.a);
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rlVertex2f(v3.x, v3.y);
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rlEnd();
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#endif
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