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move glBindBuffer and glBindVertexArray out of VertexManager
Signed-off-by: Ryan Houdek <Sonicadvance1@gmail.com>
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@ -357,11 +357,17 @@ void TextureCache::TCacheEntry::FromRenderTarget(u32 dstAddr, unsigned int dstFo
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glBindBuffer(GL_ARRAY_BUFFER, vbo_it->second.vbo);
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glBufferData(GL_ARRAY_BUFFER, 4*4*sizeof(GLfloat), vertices, GL_STREAM_DRAW);
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// TODO: this after merging with graphic_update
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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vbo_it->second.targetSource = targetSource;
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}
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glBindVertexArray(vbo_it->second.vao);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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// TODO: this after merging with graphic_update
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glBindVertexArray(0);
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GL_REPORT_ERRORD();
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