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Restructure some internal vertex buffer binding code to be closer to how graphics APIs actually behave.
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@@ -1080,7 +1080,7 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
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buffer->unmap();
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vertex::Buffers vertexbuffers;
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vertex::BufferBindings vertexbuffers;
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vertexbuffers.set(0, buffer, 0);
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gfx->drawQuads(0, pCount, vertexAttributes, vertexbuffers, texture);
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