Cleanup
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@@ -58,6 +58,7 @@ doDrawing' win pdata u = do
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viewFroms@(V2 vfx vfy) = w ^. wCam . camViewFrom
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shadV = _pictureShaders pdata
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nFls = w ^. cWorld . numberFloorVerxs
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nchs = w ^. cWorld . numberChasmVerxs
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-- bind as much data into vbos as feasible at this point
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-- count mutable vectors setup
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pokeCounts <- UMV.replicate (numLayers * numShads) 0
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@@ -181,6 +182,13 @@ doDrawing' win pdata u = do
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(fromIntegral nIndices)
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GL_UNSIGNED_SHORT
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nullPtr
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-- draw chasm shader blocking floor
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glUseProgram (pdata ^. chasmShader . shaderUINT)
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glBindVertexArray $ pdata ^. chasmShader . shaderVAO . vaoName
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glDrawArrays
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(_unPrimitiveMode $ pdata ^. chasmShader . shaderPrimitive)
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0
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(fromIntegral nchs)
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--draw floor onto base buffer
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glUseProgram (pdata ^. floorShader . shaderUINT)
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glBindVertexArray $ pdata ^. floorShader . shaderVAO . vaoName
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