Continue shape rendering improvements
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@@ -62,7 +62,6 @@ pokeShapeObjs ptr iptr _ count = VS.foldlM' (pokeShapeObj ptr iptr) count . VS.f
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pokeShapeObj :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> ShapeObj -> IO (Int,Int,Int,Int)
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pokeShapeObj ptr iptr counts (ShapeObj shType shVerts) = case shType of
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ListV -> pokeShapeVs ptr iptr counts shVerts
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TopPrism size -> pokeTopPrism size ptr iptr counts shVerts
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pokeTopPrism :: Int -> Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> [ShapeV] -> IO (Int,Int,Int,Int)
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@@ -80,9 +79,6 @@ pokeTopPrismIndex nv iptr ni ioff = do
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pokeElemOff iptr ni (fromIntegral $ nv + ioff)
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return (ni + 1)
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pokeShapeVs :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> [ShapeV] -> IO (Int, Int,Int,Int)
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pokeShapeVs ptr iptr count = VS.foldlM' (pokeShapeV ptr iptr) count . VS.fromList
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pokeShapeEs :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> [Point3] -> IO (Int,Int,Int,Int)
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pokeShapeEs ptr ieptr count = VS.foldlM' (pokeShapeE ptr ieptr) count . VS.fromList
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@@ -120,23 +116,6 @@ pokeJustV ptr (nv,ne,ni,nei) sh = do
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V3 a b c = _svPos sh
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V4 d e f g = _svCol sh
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pokeShapeV :: Ptr Float -> Ptr GLushort -> (Int,Int,Int,Int) -> ShapeV -> IO (Int,Int,Int,Int)
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pokeShapeV ptr iptr (nv,ne,ni,nei) sh = do
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pokeElemOff ptr (off 0) a
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pokeElemOff ptr (off 1) b
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pokeElemOff ptr (off 2) c
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pokeElemOff ptr (off 3) d
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pokeElemOff ptr (off 4) e
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pokeElemOff ptr (off 5) f
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pokeElemOff ptr (off 6) g
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pokeElemOff iptr ni (fromIntegral nv)
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return (nv+1,ne,ni+1,nei)
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where
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off i = nv*7 + i
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V3 a b c = _svPos sh
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V4 d e f g = _svCol sh
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pokePoint3s :: Ptr Float -> VS.Stream IO Point3 -> IO Int
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pokePoint3s ptr = VS.foldlM' (pokePoint3 ptr) 0
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