Remove VAOs
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+1
-1
@@ -30,7 +30,7 @@ bufferEBO x i =
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glNamedBufferSubData (x ^. uiboName) 0 (fromIntegral $ gluintSize * i) (x ^. uiboPtr)
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bufferShaderLayers
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:: MV.MVector (PrimState IO) (Shader, VBO) -> UMV.MVector (PrimState IO) Int -> IO ()
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:: MV.MVector (PrimState IO) (GLuint, VBO) -> UMV.MVector (PrimState IO) Int -> IO ()
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bufferShaderLayers shads counts = MV.imapM_ f shads
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where
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f i shad = do
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@@ -28,16 +28,12 @@ makeShaderVBO ::
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[GLenum] ->
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-- | The input vertex sizes
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[VertexAttribute] ->
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IO (Shader, VBO)
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IO (GLuint, VBO)
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makeShaderVBO s shaderlist sizes = do
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prog <- makeSourcedShader s shaderlist
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(vao, vbo) <- setupVBOVAO sizes
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vbo <- setupVBO (vasTightStride sizes)
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return
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( Shader
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{ _shaderUINT = prog
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, _shaderVAO = vao
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-- , _shaderPrimitive = pm
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}
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( prog
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, vbo
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)
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+2
-2
@@ -468,14 +468,14 @@ normalTo8 = over each f . normalize
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f x = floor $ x * 127
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pokeLayVerxs ::
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MV.MVector (PrimState IO) (Shader, VBO) ->
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MV.MVector (PrimState IO) (GLuint, VBO) ->
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UMV.MVector (PrimState IO) Int ->
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Picture ->
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IO ()
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pokeLayVerxs vbos counts = VFSM.mapM_ (pokeLayVerx vbos counts) . VFSM.fromList
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pokeLayVerx
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:: MV.MVector (PrimState IO) (Shader, VBO)
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:: MV.MVector (PrimState IO) (GLuint, VBO)
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-> UMV.MVector (PrimState IO) Int
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-> Verx
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-> IO ()
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