Try to centralize the number of components per vertex in shapes

This commit is contained in:
2023-03-14 23:28:21 +00:00
parent cfddd1515f
commit 21f87b96d8
7 changed files with 27 additions and 32 deletions
+3 -5
View File
@@ -12,8 +12,8 @@ module Shader.Data
-- | Lens functions
, vaoName
-- , vaoVBO
, vaoAttribSizes
, vaoStride
-- , vaoAttribSizes
-- , vaoStride
, vboName
, vboPtr
@@ -46,10 +46,8 @@ data FullShader = FullShader
}
{- | Vertex array object: contains the reference to the object,
and its buffer targets. -}
data VAO = VAO
newtype VAO = VAO
{ _vaoName :: GLuint
, _vaoAttribSizes :: [Int] -- ^ It is not clear to me if this is necessary to store or not
, _vaoStride :: Int
}
{- | Vertex buffer object: contains the reference to the object,
a pointer to a location with space that can be written to the buffer,