Free vao pointers at end
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@@ -107,8 +107,6 @@ preloadRender = do
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return $ RenderData
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{ _textures = [dirttex,dirttex]
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, _listShaders = [bslist,lslist,cslist,aslist,eslist]
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-- , _lightmapCircleShader = fcs
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, _backVAO = backgroundvao
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, _dummyVBO = dummyvbo
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, _dummyPtr = dummyptr
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, _lightSourceShader = lsShad
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@@ -121,9 +119,8 @@ vaoPointers = (\(_,ps,_) -> ps) . unzip3 . _vaoBufferTargets
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cleanUpRenderPreload :: RenderData -> IO ()
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cleanUpRenderPreload pd = do
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-- mapM_ free $ vaoPointers $ _triVAO pd
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-- mapM_ free $ vaoPointers $ _textVAO pd
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-- mapM_ free $ vaoPointers $ _circVAO pd
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-- mapM_ free $ vaoPointers $ _arcVAO pd
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-- mapM_ free $ vaoPointers $ _lineVAO pd
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mapM_ freeShaderPointers $ _listShaders pd
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freeShaderPointers $ _lightSourceShader pd
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freeShaderPointers $ _wallShadowShader pd
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freeShaderPointers $ _backgroundShader pd
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free $ _dummyPtr pd
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+1
-15
@@ -11,11 +11,6 @@ import Shader
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import Control.Lens
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import Control.Monad
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import qualified Control.Applicative as Ap
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import Linear.Matrix
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import Linear.V4
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import qualified Control.Foldl as F
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import Data.Bifunctor
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@@ -28,22 +23,13 @@ import Picture.Preload
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import Foreign hiding (rotate)
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import Codec.Picture
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import Graphics.GL.Core43
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import Graphics.Rendering.OpenGL hiding (Line,translate,scale,imageHeight,imageWidth,Polygon,Color,T)
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import qualified Graphics.Rendering.OpenGL as GL
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import Data.Foldable
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import Data.List
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import Data.Maybe (fromJust)
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--import qualified Data.Vector.Storable as V
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import qualified Data.IntMap as IM
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--import qualified Data.DList as DL
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--import Control.DeepSeq
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import qualified Data.IntMap.Strict as IM
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import qualified SDL as SDL
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