use flatshading for space and skip setting irrelevant vertex color
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b6ca9bedb4
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@ -108,11 +108,11 @@ void finally_draw_billboard_batch(struct MeshBatch const *batch,
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}
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}
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struct ElementIndexedBillboard const payload = {
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struct ElementIndexedBillboard const payload = {
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/* TODO: use the flat shading to not set two of the colors */
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/* flat shading is assumed, so we can skip setting the duplicates */
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.c0 = billboard.color,
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.c0 = billboard.color,
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.c1 = billboard.color,
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// .c1 = billboard.color,
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.c2 = billboard.color,
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.c2 = billboard.color,
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.c3 = billboard.color,
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// .c3 = billboard.color,
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.uv0 = uv0,
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.uv0 = uv0,
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.uv1 = uv1,
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.uv1 = uv1,
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@ -48,7 +48,7 @@ void finally_use_space_pipeline(void) {
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glNewList(list, GL_COMPILE); {
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glNewList(list, GL_COMPILE); {
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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glShadeModel(GL_SMOOTH);
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glShadeModel(GL_FLAT);
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if (GLAD_GL_ARB_depth_clamp)
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if (GLAD_GL_ARB_depth_clamp)
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glDisable(GL_DEPTH_CLAMP);
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glDisable(GL_DEPTH_CLAMP);
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