+ frame_core_world_sprites display
+ perfs["gamnit depth sprites"].add frame_core_depth_clock.lapse
+
+ # Toggle writing to the depth buffer for particles effects
+ glDepthMask false
+ for system in particle_systems do
+ system.draw
+ assert glGetError == gl_NO_ERROR else print_error "OpenGL error in {system}"
+ end
+ glDepthMask true
+ perfs["gamnit depth particles"].add frame_core_depth_clock.lapse
+
+ # Stop using the dynamic resolution before drawing UI sprites
+ frame_core_dynamic_resolution_after display
+
+ frame_core_ui_sprites display
+ perfs["gamnit depth ui_sprites"].add frame_core_depth_clock.lapse
+
+ # Debug, show the light point of view
+ #frame_core_shadow_debug display