Move towards geometry instancing for shadows
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+3
-1
@@ -162,13 +162,15 @@ topPrismIndices n = concatMap f [1..n-2] -- triangles on top face
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g x = [2*x,2*x+1,2*x+3
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,2*x,2*x+3,2*x+2]
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-- consider changing the position to a vec4
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-- and just doing two pokes rather than seven
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-- (especially if adding normal data)
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pokeJustV :: Ptr Float
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-> Int
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-> ShapeV
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-> IO Int
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{-# INLINE pokeJustV #-}
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pokeJustV ptr nv sh = do
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-- pokeArray (advancePtr ptr (off 0)) [a,b,c,d,e,f,g]
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pokeElemOff ptr (off 0) a
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pokeElemOff ptr (off 1) b
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pokeElemOff ptr (off 2) c
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