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authorDan Goodliffe <dan@randomdan.homeip.net>2026-03-11 02:23:59 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2026-03-11 02:45:48 +0000
commit420604efafdacc89ff38d3fb5dbdec3c4b30767f (patch)
treef6ee1b8bcc5d045cd8ccb6928ba08bd4f7a511a8 /game/terrain.cpp
parentSplit addAttribsFor away from requiring a buffer to bind (diff)
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Sprinkling of glDebugScope in assets and render parts
Diffstat (limited to 'game/terrain.cpp')
-rw-r--r--game/terrain.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/game/terrain.cpp b/game/terrain.cpp
index 065842f..43b1152 100644
--- a/game/terrain.cpp
+++ b/game/terrain.cpp
@@ -108,6 +108,7 @@ Terrain::pruneOrphanMeshes(const SurfaceIndices & surfaceIndices)
void
Terrain::generateMeshes()
{
+ glDebugScope _ {0};
copyVerticesToBuffer();
const auto surfaceIndices = mapSurfaceFacesToIndices();
copyIndicesToBuffers(surfaceIndices);
@@ -128,6 +129,7 @@ Terrain::afterChange()
void
Terrain::render(const SceneShader & shader, const Frustum & frustum) const
{
+ glDebugScope _ {0};
grass->bind(0);
const auto chunkBySurface = std::views::chunk_by([](const auto & itr1, const auto & itr2) {
@@ -149,6 +151,7 @@ Terrain::render(const SceneShader & shader, const Frustum & frustum) const
void
Terrain::shadows(const ShadowMapper & shadowMapper, const Frustum & frustum) const
{
+ glDebugScope _ {0};
shadowMapper.landmess.use();
for (const auto & [surface, sab] : meshes) {
if (frustum.contains(sab.aabb)) {