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Stop doing nastly shit to OpenGL stream buffers.
Instead we keep the loaded vertices in CPU memory.
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@ -110,7 +110,7 @@ public:
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virtual void SetupVertexPointers() = 0;
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u32 GetVertexStride() const { return vtx_decl.stride; }
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PortableVertexDeclaration GetVertexDeclaration() const { return vtx_decl; }
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const PortableVertexDeclaration& GetVertexDeclaration() const { return vtx_decl; }
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// TODO: move this under private:
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u32 m_components; // VB_HAS_X. Bitmask telling what vertex components are present.
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