Fix single poke/bind pass, unclear performance implications
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+2
-4
@@ -38,7 +38,7 @@ bindArrayBuffersLayer numVs lay theVBO = do
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WriteToBuffer
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WriteToBuffer
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(fromIntegral $ floatSize * stride * numSubElements * lay)
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(fromIntegral $ floatSize * stride * numSubElements * lay)
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(fromIntegral $ floatSize * numVs * stride)
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(fromIntegral $ floatSize * numVs * stride)
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(_vboPointer theVBO)
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(_vboPointer theVBO `plusPtr` (floatSize * stride * numSubElements * lay))
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where
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where
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stride = sum $ _vboAttribSizes theVBO
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stride = sum $ _vboAttribSizes theVBO
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@@ -61,9 +61,7 @@ drawShaderLay l fs i = do
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Just ShaderTexture{_textureObject = txo}
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Just ShaderTexture{_textureObject = txo}
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-> textureBinding Texture2D $= Just txo
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-> textureBinding Texture2D $= Just txo
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_ -> return ()
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_ -> return ()
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) (fromIntegral $ l*stride*floatSize) (fromIntegral i)
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glDrawArrays (marshalEPrimitiveMode $ _shaderDrawPrimitive fs) (fromIntegral $ l*numSubElements) (fromIntegral i)
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where
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stride = sum $ _vboAttribSizes $ _vaoVBO $ _shaderVAO fs
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drawShader :: FullShader -> Int -> IO ()
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drawShader :: FullShader -> Int -> IO ()
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{-# INLINE drawShader #-}
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{-# INLINE drawShader #-}
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