|  | 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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