tweaked some groovy color effects, updated screeny. I think I might have added fog in this one too?
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@@ -113,7 +113,7 @@ void GL_Testing::create_buffers() {
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(GLfloat), (GLvoid*)0);
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glEnableVertexAttribArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); // Note that this is allowed, the call to glVertexAttribPointer registered VBO as the currently bound vertex buffer object so afterwards we can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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@@ -3,7 +3,7 @@
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Hardware_Caster::Hardware_Caster() {
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}
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@@ -36,6 +36,11 @@ int Hardware_Caster::init() {
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return error;
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}
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srand(NULL);
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int seed = rand();
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create_buffer("seed", sizeof(int), &seed);
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return 1;
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}
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@@ -80,6 +85,7 @@ void Hardware_Caster::validate()
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set_kernel_arg("raycaster", 6, "lights");
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set_kernel_arg("raycaster", 7, "light_count");
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set_kernel_arg("raycaster", 8, "image");
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set_kernel_arg("raycaster", 9, "seed");
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print_kernel_arguments();
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}
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@@ -73,7 +73,6 @@ int main() {
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t.compile_shader("../shaders/passthrough.vert", GL_Testing::Shader_Type::VERTEX);
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t.create_program();
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t.create_buffers();
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t.transform();
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// Initialize the raycaster hardware, compat, or software
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RayCaster *rc = new Hardware_Caster();
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@@ -233,9 +232,9 @@ int main() {
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window.popGLStates();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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t.rotate(delta_time);
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t.transform();
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t.draw();
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//t.rotate(delta_time);
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//t.transform();
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//t.draw();
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//glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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