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Ensure renderer calls aren't virtual
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@ -17,7 +17,7 @@ type Rend3DGL struct {
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BoundMeshVaoId uint32
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}
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func (r *Rend3DGL) DrawMesh(mesh meshes.Mesh, modelMat gglm.TrMat, mat materials.Material) {
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func (r *Rend3DGL) DrawMesh(mesh *meshes.Mesh, modelMat *gglm.TrMat, mat *materials.Material) {
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if mesh.Vao.Id != r.BoundMeshVaoId {
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mesh.Vao.Bind()
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@ -43,7 +43,7 @@ func (r *Rend3DGL) DrawMesh(mesh meshes.Mesh, modelMat gglm.TrMat, mat materials
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}
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}
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func (r *Rend3DGL) DrawVertexArray(mat materials.Material, vao buffers.VertexArray, firstElement int32, elementCount int32) {
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func (r *Rend3DGL) DrawVertexArray(mat *materials.Material, vao *buffers.VertexArray, firstElement int32, elementCount int32) {
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if vao.Id != r.BoundVaoId {
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vao.Bind()
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@ -58,7 +58,7 @@ func (r *Rend3DGL) DrawVertexArray(mat materials.Material, vao buffers.VertexArr
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gl.DrawArrays(gl.TRIANGLES, firstElement, elementCount)
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}
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func (r *Rend3DGL) DrawCubemap(mesh meshes.Mesh, mat materials.Material) {
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func (r *Rend3DGL) DrawCubemap(mesh *meshes.Mesh, mat *materials.Material) {
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if mesh.Vao.Id != r.BoundMeshVaoId {
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mesh.Vao.Bind()
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