Implement texture atlas, details on why it works unclear
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+10
-2
@@ -198,7 +198,7 @@ renderBackground pdata rot camZoom (tranx,trany) (winx,winy) = do
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--blendFuncSeparate $= ((SrcAlphaSaturate, OneMinusSrcAlpha), (Zero,One))
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-- draw background
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--bindArrayBuffers 1 $ _vaoBufferTargets $ _shaderVAO $ _backgroundShader pdata
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bindArrayBuffers' 1 $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
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bindArrayBuffers 1 $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
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currentProgram $= Just (_shaderProgram $ _backgroundShader pdata)
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bindVertexArrayObject $= Just (_vao $ _shaderVAO $ _backgroundShader pdata)
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let backPtr = _vboPointer $ _vaoVBO $ _shaderVAO $ _backgroundShader pdata
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@@ -219,6 +219,7 @@ setCommonUniforms pdata rot camZoom (tranx,trany) (winx,winy) = do
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: extractProgAndUnis (_lightingOccludeShader pdata)
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: extractProgAndUnis (_lightingWallShader pdata)
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: extractProgAndUnis (_backgroundShader pdata)
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: extractProgAndUnis (_textureShader pdata)
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: map extractProgAndUnis (_pictureShaders pdata)
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)
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@@ -233,7 +234,8 @@ setIsoMatrixUniforms pdata rot camZoom (tranx,trany) (winx,winy) = do
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setShaderUniforms rot camZoom (tranx,trany) (winx,winy)
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( extractProgAndUnis (_lightingFloorShader pdata)
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: extractProgAndUnis (_backgroundShader pdata)
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-- : extractProgAndUnis (_textureShader pdata)
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: extractProgAndUnis (_textureShader pdata)
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: extractProgAndUnis (_textureArrayShader pdata)
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: map extractProgAndUnis (_pictureShaders pdata)
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)
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@@ -250,6 +252,12 @@ renderShader shad dat = do
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eticks <- SDL.ticks
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return $ eticks - sticks
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--renderPictureLayer
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-- :: PictureShaderData
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-- -> Picture
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-- -> IO Word32
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--renderPictureLayer
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renderFoldable
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:: Foldable f
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=> RenderData
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