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@ -364,6 +364,7 @@ renderFrame(render_state* rs, std::vector<hex_info> *hexes, Entity* entities, ui |
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// get new colors every frame
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// get new colors every frame
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render_group* rg = g_filled_hex_render_group; |
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render_group* rg = g_filled_hex_render_group; |
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gl_buffer& color_buf = rg->render_objects[0]->color_buffer; |
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gl_buffer& color_buf = rg->render_objects[0]->color_buffer; |
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// TODO: this needs optimization for large grids, very performance intensive
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fillColorBuffer(color_buf.buffer, color_buf.buffer_len, hexes); |
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fillColorBuffer(color_buf.buffer, color_buf.buffer_len, hexes); |
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rgDraw(rg, m_model, m_view, m_projection, |
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rgDraw(rg, m_model, m_view, m_projection, |
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rs->lights, rs->num_lights, false, true); |
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rs->lights, rs->num_lights, false, true); |
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