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update SDL3 to 3.2.6.
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@@ -167,8 +167,8 @@ static void DrawRects(SDL_Renderer *renderer)
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rect.w = (float)SDL_rand(viewport.h / 2);
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rect.h = (float)SDL_rand(viewport.h / 2);
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rect.x = (float)((SDL_rand(viewport.w * 2) - viewport.w) - (rect.w / 2));
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rect.y = (float)((SDL_rand(viewport.h * 2) - viewport.h) - (rect.h / 2));
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rect.x = (SDL_rand(viewport.w * 2) - viewport.w) - (rect.w / 2);
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rect.y = (SDL_rand(viewport.h * 2) - viewport.h) - (rect.h / 2);
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SDL_RenderFillRect(renderer, &rect);
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}
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}
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@@ -208,7 +208,7 @@ static void loop(void)
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/* Print out some timing information */
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const Uint64 then = next_fps_check - fps_check_delay;
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const double fps = ((double)frames * 1000) / (now - then);
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SDL_Log("%2.2f frames per second\n", fps);
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SDL_Log("%2.2f frames per second", fps);
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next_fps_check = now + fps_check_delay;
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frames = 0;
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}
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