Disable face culling on fixed layer, for aim sweep reverse winding

This commit is contained in:
2026-01-02 11:34:45 +00:00
parent 804e4eb1e2
commit 3b4e24b74f
3 changed files with 9 additions and 11 deletions
+7 -7
View File
@@ -210,23 +210,23 @@ renderLayer ::
IO ()
renderLayer layer shads counts = do
let layerCounts = UMV.slice (ln * numShads) numShads counts
putStrLn $ "layer: " <> show (ln * numShads)
-- putStrLn $ "layer: " <> show (ln * numShads)
MV.imapM_ (drawShaderLay ln layerCounts) shads
where
ln = fromEnum layer
drawShaderLay :: Int -> UMV.MVector (PrimState IO) Int -> Int -> (GLuint, VBO) -> IO ()
drawShaderLay
:: Int -> UMV.MVector (PrimState IO) Int -> Int -> (GLuint, VBO) -> IO ()
{-# INLINE drawShaderLay #-}
drawShaderLay l countsVector shadIn fs = do
-- putStr $ " shader: " <> show shadIn
i <- UMV.read countsVector shadIn
-- putStrLn $ " count: " <> show i
glUseProgram (fst fs)
glUniform1i 0 . fromIntegral $ (l * numSubElements)
glDrawArrays
GL_TRIANGLES
(fromIntegral $ l * numSubElements)
(drawCountMod shadIn i)
glUniform1i 0 starti
glDrawArrays GL_TRIANGLES starti (drawCountMod shadIn i)
where
starti = fromIntegral $ l * numSubElements
drawCountMod :: Int -> Int -> GLsizei
drawCountMod i n