Material and u_Lights buffer clean-up#1671
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VReaperV merged 6 commits intoDaemonEngine:masterfrom May 30, 2025
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Worked in my tests. Just style nits
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Get rid of the requirement to not use binding point 0 for UBOs explicitly.
Less useless API calls, though for lightMapping shader on entities, which uses the core renderer at all times, this is till not the case.
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LGTM |
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Re-arrange the buffer IDs so they make more sense when debugging, get rid of the requirement to not use bind 0 in
BufferBindby using explicit binding for theu_LightsUBO, and also make that work in the core renderer.Also removed the calls to bind/unbind buffers every frame (and even more often), reducing the amount of API calls.