| Commit message (Collapse) | Author | Age |
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Allows chaining together to build VAO from multiple buffers
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It's now AbsolutePosProgram, which is kind of right, in that it takes no location data via uniform, it's
all in the vertex data.
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size 4 on attrib pointers
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Was mostly through lack of understanding and coincidences. Position is now the only vertex data,
direction is moved to a uniform. Instancing will address this by making everything instance data.
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Untested outside unit test, allows the use of a glBuffer as a storage container. To be combined
with a vertex array and/or mesh etc for massing drawing with glDrawElementsInstanced
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Same as dynamicPoint, but the model matrix is a vertex input
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Names and paths still not perfect, but better and the weird name missuse is gone
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calling use again
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Note: we don't yet optimise the use of the shadow map texture, each still renders into its own corner
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Invoked by configuring with no attribute member points.
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Works with std::array then too.
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