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WARNING: BREAKING: Reviewed SSBO usage to avoid long long
raylib library tries to avoid `long long` usage. Several SSBO functions have been reviewed (including some renames for consistency) to minimize `long long` type usage.
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@@ -104,9 +104,9 @@ int main(void)
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else if (transfertBuffer.count > 0) // Process transfert buffer
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{
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// Send SSBO buffer to GPU
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rlUpdateShaderBufferElements(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);
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rlUpdateShaderBuffer(ssboTransfert, &transfertBuffer, sizeof(GolUpdateSSBO), 0);
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// Process ssbo commands on GPU
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// Process SSBO commands on GPU
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rlEnableShader(golTransfertProgram);
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rlBindShaderBuffer(ssboA, 1);
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rlBindShaderBuffer(ssboTransfert, 3);
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