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Split buffer struct into VAO+VBO+IBO structs
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4
main.go
4
main.go
@ -34,7 +34,7 @@ import (
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- Cascaded shadow mapping
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- Skeletal animations
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- Proper model loading (i.e. load model by reading all its meshes, textures, and so on together)
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- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
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- Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing) ✅
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- Renderer batching
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- Scene graph
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- Separate engine loop from rendering loop? or leave it to the user?
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@ -812,7 +812,7 @@ func (g *Game) DrawSkybox() {
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gl.Disable(gl.CULL_FACE)
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gl.DepthFunc(gl.LEQUAL)
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skyboxMesh.Buf.Bind()
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skyboxMesh.Vao.Bind()
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skyboxMat.Bind()
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gl.ActiveTexture(gl.TEXTURE0)
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gl.BindTexture(gl.TEXTURE_CUBE_MAP, skyboxCmap.TexID)
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