Put config/targeting pictures in sensible places, tweak main loop
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+2
-7
@@ -47,17 +47,15 @@ doDrawing pdata u = do
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-- bind as much data into vbos as feasible at this point
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-- count mutable vectors setup
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layerCounts <- UMV.replicate (numLayers*6) 0
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-- shapeCounts <- UMV.replicate 3 0
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wlwiflCounts <- UMV.replicate 3 0
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-- attempt to poke in parallel
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let (ws,wp) = wallSPics <> worldSPic cfig w
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(nShapeVs, nIndices, nSilIndices) <- MP.bindM3 (\ _ _ counts -> return counts)
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( (nWalls, nWins , nFls),(nShapeVs, nIndices, nSilIndices) )
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<- MP.bindM3 (\ _ wlwifl counts -> return (wlwifl,counts))
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( pokeBindFoldableLayer shadV layerCounts wp)
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( pokeWallsWindowsFloor
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(shadVBOptr $ _wallTextureShader pdata)
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(shadVBOptr $ _windowShader pdata)
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(shadVBOptr $ _textureArrayShader pdata)
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wlwiflCounts
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wallPointsCol
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windowPoints
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(_floorTiles w)
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@@ -68,9 +66,6 @@ doDrawing pdata u = do
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(_eboPtr $ _silhouetteEBO pdata)
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ws
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)
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nWalls <- UMV.read wlwiflCounts 0
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nWins <- UMV.read wlwiflCounts 1
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nFls <- UMV.read wlwiflCounts 2
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-- bind wall points, silhouette data, surface geometry
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uncurry bindShaderBuffers $ unzip
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[ ( _wallTextureShader pdata, nWalls)
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