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OGL: Use a fixed VAO for attributeless rendering.
Instead of abusing whatever VAO is previously bound, which might have enabled arrays. Only used in one instance currently, which fixes a crash with older NVIDIA drivers.
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@ -18,6 +18,11 @@ void InitInterface();
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// Helpers
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GLuint OpenGL_CompileProgram(const char *vertexShader, const char *fragmentShader);
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// Binds (and creates, if necessary) a VAO and VBO suitable for attributeless rendering.
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void OpenGL_BindAttributelessVAO();
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// Deletes any existing VAO / VBO that has been created.
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void OpenGL_DeleteAttributelessVAO();
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// this should be removed in future, but as long as glsl is unstable, we should really read this messages
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#if defined(_DEBUG) || defined(DEBUGFAST)
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#define DEBUG_GLSL 1
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