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| author | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-11 02:23:59 +0000 |
|---|---|---|
| committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2026-03-11 02:45:48 +0000 |
| commit | 420604efafdacc89ff38d3fb5dbdec3c4b30767f (patch) | |
| tree | f6ee1b8bcc5d045cd8ccb6928ba08bd4f7a511a8 /game/water.cpp | |
| parent | Split addAttribsFor away from requiring a buffer to bind (diff) | |
| download | ilt-420604efafdacc89ff38d3fb5dbdec3c4b30767f.tar.bz2 ilt-420604efafdacc89ff38d3fb5dbdec3c4b30767f.tar.xz ilt-420604efafdacc89ff38d3fb5dbdec3c4b30767f.zip | |
Sprinkling of glDebugScope in assets and render parts
Diffstat (limited to 'game/water.cpp')
| -rw-r--r-- | game/water.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/game/water.cpp b/game/water.cpp index b8d51db..a3c1452 100644 --- a/game/water.cpp +++ b/game/water.cpp @@ -104,6 +104,7 @@ Water::tick(TickDuration dur) void Water::render(const SceneShader & shader, const Frustum &) const { + glDebugScope _ {0}; shader.water.use(waveCycle); water->bind(0); meshes.apply(&MeshT<GlobalPosition3D>::draw); |
