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Restructure some internal vertex buffer binding code to be closer to how graphics APIs actually behave.
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@@ -1122,7 +1122,7 @@ void Graphics::flushStreamDraws()
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return;
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Attributes attributes;
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Buffers buffers;
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BufferBindings buffers;
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size_t usedsizes[3] = {0, 0, 0};
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@@ -1140,7 +1140,7 @@ void Graphics::flushStreamDraws()
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sbstate.vbMap[i] = StreamBuffer::MapInfo();
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}
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if (attributes.enablebits == 0)
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if (attributes.enableBits == 0)
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return;
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Colorf nc = getColor();
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