Work towards using vertex pulling for lighting caps, alignment issues
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@@ -116,6 +116,16 @@ doDrawing' win pdata u = do
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glNamedBufferSubData (pdata ^. wallSSBO) 0
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(fromIntegral $ trueNWalls * sizeOf (0::Float) * 8)
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(pdata ^. wallVBO . vboPtr)
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glNamedBufferSubData (pdata ^. shapeSSBO) 0
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-- (fromIntegral $ nShapeVs * (sizeOf (0::Float)*8 + sizeOf (0::Word8)*4))
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(fromIntegral $ nShapeVs * (sizeOf (0::Float)*12))
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(pdata ^. vboShapes . vboPtr)
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withArray [0::GLuint,1,2] $
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glNamedBufferSubData (pdata ^. ishapeSSBO) 0
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(fromIntegral $ 3 * (sizeOf (0::GLuint)))
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-- glNamedBufferSubData (pdata ^. ishapeSSBO) 0
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-- (fromIntegral $ nIndices * (sizeOf (0::GLushort)))
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-- (pdata ^. shapeEBO . eboPtr)
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setViewport _gr_world_res cfig
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fboBase . _1 . unFBO)
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glDepthMask GL_TRUE
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