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love.graphics: move more platform-independent code out of the opengl backend
--HG-- branch : minor
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@@ -44,7 +44,10 @@ public:
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virtual ~Mesh();
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int bindAttributeToShaderInput(int attributeindex, const std::string &inputname) override;
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void drawInstanced(Graphics *gfx, const Matrix4 &m, int instancecount) override;
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protected:
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void drawInternal(int start, int count, int instancecount, bool useindexbuffer, uint32 attribflags, uint32 instancedattribflags) const override;
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private:
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