OpenGL2: Use an idea from ETXreal and separate world VBO into separate VBOs by shader.
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@@ -1334,9 +1334,6 @@ typedef struct {
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int numDecisionNodes;
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mnode_t *nodes;
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VBO_t *vbo;
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IBO_t *ibo;
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int numWorldSurfaces;
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int numsurfaces;
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