Cleanup render preload somewhat
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@@ -67,10 +67,6 @@ renderLightingNoShadows positiontexture normaltexture lightPoints pdata = do
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GL_COLOR
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0
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ptr
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-- for each of the lights:
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-- 1. stencil out the shadows from this light's point of view
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-- 2. calculate lighting based on each fragment's position
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-- to consider: adding normals/a "material" for each fragment
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glBlendFunc GL_ZERO GL_ONE_MINUS_SRC_COLOR
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glEnable GL_STENCIL_TEST
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glStencilOpSeparate GL_FRONT GL_KEEP GL_KEEP GL_INCR_WRAP
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