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@@ -174,7 +174,10 @@ clear = proc(color: Color) {
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present = proc() {
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ch(s.swapchain->Present(1, {}))
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- s.vertex_buffer_offset = 0
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+ if s.odd_frame {
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+ s.vertex_buffer_offset = 0
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+ }
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+ s.odd_frame = !s.odd_frame
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},
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draw = proc(shd: Shader, texture: Texture_Handle, view_proj: Mat4, vertex_buffer: []u8) {
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@@ -535,6 +538,9 @@ D3D11_State :: struct {
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blend_state: ^d3d11.IBlendState,
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sampler_state: ^d3d11.ISamplerState,
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+ // 0 or 1
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+ odd_frame: bool,
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+
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textures: hm.Handle_Map(D3D11_Texture, Texture_Handle, 1024*10),
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shaders: hm.Handle_Map(D3D11_Shader, Shader_Handle, 1024*10),
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