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Make internal vertex attribute code less OpenGL-specific.
--HG-- branch : minor
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@@ -167,8 +167,6 @@ public:
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void setDrawRange();
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bool getDrawRange(int &start, int &count) const;
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virtual int bindAttributeToShaderInput(int attributeindex, const std::string &inputname) = 0;
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// Implements Drawable.
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void draw(Graphics *gfx, const Matrix4 &m) override;
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@@ -178,6 +176,8 @@ public:
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protected:
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friend class SpriteBatch;
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struct AttachedAttribute
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{
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Mesh *mesh;
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@@ -190,7 +190,7 @@ protected:
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void calculateAttributeSizes();
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size_t getAttributeOffset(size_t attribindex) const;
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virtual void drawInternal(int start, int count, int instancecount, bool useindexbuffer, uint32 attribflags, uint32 instancedattribflags) const = 0;
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virtual void drawInternal(int start, int count, int instancecount, bool useindexbuffer, const vertex::Attributes &attributes, const vertex::Buffers &buffers) const = 0;
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std::vector<AttribFormat> vertexFormat;
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std::vector<size_t> attributeSizes;
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