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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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@@ -1086,7 +1086,8 @@ void ParticleSystem::draw(Graphics *gfx, const Matrix4 &m)
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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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Texture *tex = gfx->getTextureOrDefaultForActiveShader(texture);
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gfx->drawQuads(0, pCount, vertexAttributes, vertexbuffers, tex);
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}
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bool ParticleSystem::getConstant(const char *in, AreaSpreadDistribution &out)
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