Try to centralize the number of components per vertex in shapes
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@@ -1,5 +1,5 @@
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module Shader.Compile (
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setupVBO4,
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setupVBO,
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makeShader,
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makeShader4,
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makeByteStringShaderUsingVAO,
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@@ -67,8 +67,8 @@ makeShader4 s shaderlist sizes pm vbo = do
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, _shadUnis' = mempty
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}
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setupVBO4 :: Int -> IO VBO
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setupVBO4 vertexsize = do
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setupVBO :: Int -> IO VBO
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setupVBO vertexsize = do
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vboname <- mglCreate glCreateBuffers
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thePtr <- mallocArray (vertexsize * numDrawableElements)
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-- Allocate space
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@@ -170,8 +170,6 @@ setupVAOvbo sizes vbo = do
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setupVertexAttribs vbo vaoname sizes
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return $ VAO
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{ _vaoName = vaoname
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, _vaoAttribSizes = sizes
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, _vaoStride = sum sizes
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}
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setupVAOSized :: Int -> [Int] -> IO (VAO,VBO)
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@@ -181,8 +179,6 @@ setupVAOSized ndraw sizes = do
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theVBO <- setupVBOSized ndraw vaoname sizes
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return ( VAO
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{ _vaoName = vaoname
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, _vaoAttribSizes = sizes
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, _vaoStride = sum sizes
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}
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, theVBO)
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