Batch tiles to single vbo at render pass
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+2
-1
@@ -21,6 +21,7 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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mat4 scaleMatrix = mat4_scale(size.x, size.y, 1.0f);
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mat4 model = mat4_mul(transMatrix, mat4_mul(rotateMatrix, scaleMatrix));
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//mat4 model = mat4_mul(transMatrix, rotateMatrix);
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shader_uniformSetMat4fv(renderer->shader, "model", model);
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glCheckError();
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@@ -36,7 +37,7 @@ void renderer_object(Renderer *renderer, v2 pos, v2 size, f32 rotate, v3 color,
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}
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glBindVertexArray(renderer->vao);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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