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Restructure some internal vertex buffer binding code to be closer to how graphics APIs actually behave.
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@@ -73,7 +73,7 @@ public:
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void draw(const DrawCommand &cmd) override;
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void draw(const DrawIndexedCommand &cmd) override;
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void drawQuads(int start, int count, const vertex::Attributes &attributes, const vertex::Buffers &buffers, Texture *texture) override;
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void drawQuads(int start, int count, const vertex::Attributes &attributes, const vertex::BufferBindings &buffers, Texture *texture) override;
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void clear(OptionalColorf color, OptionalInt stencil, OptionalDouble depth) override;
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void clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth) override;
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