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OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have enabled arrays. Only used in one instance currently, which fixes a crash with older NVIDIA drivers.
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@ -72,6 +72,8 @@ void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle
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if (m_attribute_workaround)
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glBindVertexArray(m_attribute_vao);
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else
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OpenGL_BindAttributelessVAO();
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m_shader.Bind();
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