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using of vao, warning: ARB_vertex_array_object is needed
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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@ -187,6 +187,10 @@ void GLVertexFormat::SetupVertexPointers() {
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#ifdef USE_JIT
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((void (*)())(void*)m_compiledCode)();
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#else
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// TODO: use this :-)
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glVertexPointer(3, GL_FLOAT, vtx_decl.stride, VertexManager::s_pBaseBufferPointer);
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if (vtx_decl.num_normals >= 1) {
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glNormalPointer(VarToGL(vtx_decl.normal_gl_type), vtx_decl.stride, (void *)(VertexManager::s_pBaseBufferPointer + vtx_decl.normal_offset[0]));
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