big rendering overhaul (cleaning and api abstraction)
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@ -87,7 +87,7 @@ void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
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command.vertices = (AttributeArrayPointer) {
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.arity = 3,
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.type = GL_FLOAT,
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.type = TWN_FLOAT,
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.stride = offsetof(UncoloredSpaceTriangle, v1),
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.offset = offsetof(UncoloredSpaceTriangle, v0),
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.buffer = buffer
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@ -95,7 +95,7 @@ void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
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command.texcoords = (AttributeArrayPointer) {
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.arity = 2,
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.type = GL_FLOAT,
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.type = TWN_FLOAT,
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.stride = offsetof(UncoloredSpaceTriangle, v1),
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.offset = offsetof(UncoloredSpaceTriangle, uv0),
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.buffer = buffer
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@ -104,13 +104,18 @@ void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
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command.textured = true;
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command.texture_key = texture_key;
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command.primitive_count = (GLsizei)(3 * primitives_len);
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command.primitive_count = (uint32_t)(3 * primitives_len);
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/* TODO: support alpha blended case, with distance sort */
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TextureMode mode = textures_get_mode(&ctx.texture_cache, texture_key);
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if (mode == TEXTURE_MODE_GHOSTLY)
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mode = TEXTURE_MODE_SEETHROUGH;
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use_texture_mode(mode);
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command.texture_mode = mode;
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command.pipeline = PIPELINE_SPACE;
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command.depth_range_high = depth_range_high;
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command.depth_range_low = depth_range_low;
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DeferredCommand final_command = {
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.type = DEFERRED_COMMAND_TYPE_DRAW,
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