Complete poke fold change
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+6
-7
@@ -47,11 +47,11 @@ doDrawing pdata u = do
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-- bind as much data into vbos as feasible at this point
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-- count mutable vectors setup
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layerCounts <- UMV.replicate (numLayers*6) 0
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shapeCounts <- UMV.replicate 3 0
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-- shapeCounts <- UMV.replicate 3 0
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wlwiflCounts <- UMV.replicate 3 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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MP.bindM3 (\ _ _ _ -> return ())
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(nShapeVs, nIndices, nSilIndices) <- MP.bindM3 (\ _ _ counts -> return counts)
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( pokeBindFoldableLayer shadV layerCounts wp)
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( pokeWallsWindowsFloor
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(shadVBOptr $ _wallTextureShader pdata)
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@@ -62,16 +62,15 @@ doDrawing pdata u = do
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windowPoints
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(_floorTiles w)
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)
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( pokeShape
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( pokeShape'
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(_vboPtr $ _vaoVBO $ _shadVAO $ _shapeShader pdata)
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(_eboPtr $ _shapeEBO pdata)
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(_eboPtr $ _silhouetteEBO pdata)
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shapeCounts
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ws
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)
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nShapeVs <- UMV.read shapeCounts 0
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nIndices <- UMV.read shapeCounts 1
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nSilIndices <- UMV.read shapeCounts 2
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-- nShapeVs <- UMV.read shapeCounts 0
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-- nIndices <- UMV.read shapeCounts 1
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-- nSilIndices <- UMV.read shapeCounts 2
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nWalls <- UMV.read wlwiflCounts 0
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nWins <- UMV.read wlwiflCounts 1
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nFls <- UMV.read wlwiflCounts 2
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