Use texture array for character rendering, condense rendering
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+9
-10
@@ -62,7 +62,7 @@ doDrawing' win pdata u = do
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-- count mutable vectors setup
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layerCounts <- UMV.replicate (numLayers * 6) 0
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-- attempt to poke in parallel
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let (ws, wp) = wallSPics <> worldSPic cfig w
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let (ws, wp) = wallSPics <> worldSPic cfig u
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((nWalls, nWins,trueNWalls), (nShapeVs, nIndices, nSilIndices)) <-
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MP.bindM3
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(\_ a b -> return (a, b))
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@@ -373,16 +373,15 @@ doDrawing' win pdata u = do
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. orthonormalMatUBO)
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renderLayer FixedCoordLayer shadV layerCounts
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renderFoldable shadV $ fixedCoordPictures u
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glDepthMask GL_TRUE
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when (debugOn Show_ms_frame $ _uvConfig u) $
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renderFoldable
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(_pictureShaders pdata)
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( setDepth (-1)
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. translate (-0.5) (-0.8)
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. scale 0.0005 0.0005
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$ fpsText (u ^. uvFrameTicks - u ^. uvLastFrameTicks)
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)
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-- when (debugOn Show_ms_frame $ _uvConfig u) $
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-- renderFoldable
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-- (_pictureShaders pdata)
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-- ( setDepth (-1)
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-- . translate (-0.5) (-0.8)
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-- . scale 0.0005 0.0005
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-- $ fpsText (u ^. uvFrameTicks - u ^. uvLastFrameTicks)
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-- )
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SDL.glSwapWindow win
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fpsText :: (Show a, Ord a, Num a) => a -> Picture
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