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Prevent redundant glBindBuffer calls.
--HG-- branch : minor
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@@ -315,6 +315,7 @@ void Canvas::drawv(const Matrix4 &t, const Vertex *v)
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gl.useVertexAttribArrays(ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD);
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gl.bindBuffer(BUFFER_VERTEX, 0);
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glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].x);
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glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].s);
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