Map an "isometric" matrix to a static buffer
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+3
-1
@@ -94,6 +94,7 @@ doDrawing win pdata u = do
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(fromIntegral $ glushortSize * nSilIndices)
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(_eboPtr $ _silhouetteEBO pdata)
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-- set the coordinate uniform ready for drawing elements using world coordinates
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. matUBO)
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bufferUBO (pdata ^. matUBO) $ perspectiveMatrixb rot camzoom trans wins viewFroms
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setViewportSize (round winx `div` resFact) (round winy `div` resFact)
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--bindFramebuffer Framebuffer $= fst (_fboBase pdata)
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@@ -286,7 +287,8 @@ doDrawing win pdata u = do
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glDepthMask GL_FALSE
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glEnable GL_BLEND
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glBlendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
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bufferUBO (pdata ^. matUBO) $ isoMatrix 0 1 (V2 0 0) (V2 2 2)
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--bufferUBO (pdata ^. matUBO) $ isoMatrix 0 1 (V2 0 0) (V2 2 2)
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glBindBufferBase GL_UNIFORM_BUFFER 0 (pdata ^. isoMatUBO)
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renderLayer FixedCoordLayer shadV layerCounts
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renderFoldable shadV $ fixedCoordPictures u
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glDepthMask GL_TRUE
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