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Rename Attributes struct to VertexAttributes
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@@ -328,8 +328,8 @@ void Mesh::attachAttribute(const std::string &name, Mesh *mesh, const std::strin
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auto it = attachedAttributes.find(name);
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if (it != attachedAttributes.end())
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oldattrib = it->second;
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else if (attachedAttributes.size() + 1 > Attributes::MAX)
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throw love::Exception("A maximum of %d attributes can be attached at once.", Attributes::MAX);
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else if (attachedAttributes.size() + 1 > VertexAttributes::MAX)
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throw love::Exception("A maximum of %d attributes can be attached at once.", VertexAttributes::MAX);
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newattrib.mesh = mesh;
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newattrib.enabled = oldattrib.mesh ? oldattrib.enabled : true;
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@@ -580,7 +580,7 @@ void Mesh::drawInstanced(Graphics *gfx, const Matrix4 &m, int instancecount)
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if (Shader::current && texture.get())
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Shader::current->checkMainTexture(texture);
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Attributes attributes;
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VertexAttributes attributes;
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BufferBindings buffers;
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int activebuffers = 0;
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