Work towards using vertex pulling for lighting caps, alignment issues
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+15
-6
@@ -197,12 +197,21 @@ renderShadows shadrendertype nWalls nSils nCaps positiontexture normaltexture li
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glCullFace GL_FRONT
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glUseProgram (_shaderUINT lcapShad)
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glUniform3f 0 x y z
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glBindVertexArray $ lcapShad ^. shaderVAO . vaoName --Just (_vao $ _shadVAO lcapShad)
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glDrawElements
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(_unPrimitiveMode $ _shaderPrimitive lcapShad)
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(fromIntegral nCaps)
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GL_UNSIGNED_SHORT
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nullPtr
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glUniform4f 1 r g b rad
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--glBindVertexArray $ lcapShad ^. shaderVAO . vaoName --Just (_vao $ _shadVAO lcapShad)
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glBindVertexArray $ pdata ^. dummyVAO . vaoName
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glFrontFace(GL_CW)
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glDrawArrays
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GL_TRIANGLES
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0
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3
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--(fromIntegral nCaps)
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glFrontFace(GL_CCW)
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--glDrawElements
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-- (_unPrimitiveMode $ _shaderPrimitive lcapShad)
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-- (fromIntegral nCaps)
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-- GL_UNSIGNED_SHORT
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-- nullPtr
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glDisable GL_DEPTH_CLAMP
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_ -> return ()
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--draw lightmap itself
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