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Remove light rebuilding
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Alyx Ferrari committed Mar 13, 2021
1 parent 18b1f03 commit 6ba6bf3
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Showing 3 changed files with 10 additions and 7 deletions.
2 changes: 1 addition & 1 deletion .classpath
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Expand Up @@ -6,7 +6,7 @@
<attribute name="maven.pomderived" value="true"/>
</attributes>
</classpathentry>
<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER/org.eclipse.jdt.internal.debug.ui.launcher.StandardVMType/JavaSE-1.8">
<classpathentry kind="con" path="org.eclipse.jdt.launching.JRE_CONTAINER/org.eclipse.jdt.internal.debug.ui.launcher.StandardVMType/JavaSE-11">
<attributes>
<attribute name="module" value="true"/>
<attribute name="maven.pomderived" value="true"/>
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13 changes: 8 additions & 5 deletions .settings/org.eclipse.jdt.core.prefs
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@@ -1,8 +1,11 @@
eclipse.preferences.version=1
org.eclipse.jdt.core.compiler.codegen.targetPlatform=1.8
org.eclipse.jdt.core.compiler.compliance=1.8
org.eclipse.jdt.core.compiler.codegen.inlineJsrBytecode=enabled
org.eclipse.jdt.core.compiler.codegen.targetPlatform=11
org.eclipse.jdt.core.compiler.compliance=11
org.eclipse.jdt.core.compiler.problem.assertIdentifier=error
org.eclipse.jdt.core.compiler.problem.enablePreviewFeatures=disabled
org.eclipse.jdt.core.compiler.problem.enumIdentifier=error
org.eclipse.jdt.core.compiler.problem.forbiddenReference=warning
org.eclipse.jdt.core.compiler.problem.reportPreviewFeatures=ignore
org.eclipse.jdt.core.compiler.release=disabled
org.eclipse.jdt.core.compiler.source=1.8
org.eclipse.jdt.core.compiler.problem.reportPreviewFeatures=warning
org.eclipse.jdt.core.compiler.release=enabled
org.eclipse.jdt.core.compiler.source=11
2 changes: 1 addition & 1 deletion src/com/alyxferrari/neo3d/gfx/NEOEngine.java
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Expand Up @@ -103,7 +103,7 @@ public static void startRender() {
glBindVertexArray(vao);
glBindBuffer(GL_ARRAY_BUFFER, vbo);
setVertexAttributePointers();
environment.rebuildLights();
//environment.rebuildLights();

int viewAnglesID = glGetUniformLocation(shader, "viewAngles");
int sinViewAnglesID = glGetUniformLocation(shader, "sinViewAngles");
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