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graphics: handle default textures in high level code.
Previously each backend had to set up default textures with its own code, which needs some care for it to be robust.
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@@ -667,7 +667,7 @@ void Mesh::drawInternal(Graphics *gfx, const Matrix4 &m, int instancecount, Buff
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cmd.primitiveType = primitiveType;
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cmd.indexType = indexDataType;
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cmd.instanceCount = instancecount;
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cmd.texture = texture;
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cmd.texture = gfx->getTextureOrDefaultForActiveShader(texture);
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cmd.cullMode = gfx->getMeshCullMode();
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cmd.indexBufferOffset = r.getOffset() * indexbuffer->getArrayStride();
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@@ -691,7 +691,7 @@ void Mesh::drawInternal(Graphics *gfx, const Matrix4 &m, int instancecount, Buff
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cmd.vertexStart = (int) r.getOffset();
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cmd.vertexCount = (int) r.getSize();
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cmd.instanceCount = instancecount;
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cmd.texture = texture;
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cmd.texture = gfx->getTextureOrDefaultForActiveShader(texture);
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cmd.cullMode = gfx->getMeshCullMode();
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cmd.indirectBuffer = indirectargs;
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