OpenGL2: Vertex array object support.
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@@ -421,7 +421,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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tess.maxIndex = tess.numVertexes;
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// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
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RB_UpdateTessVbo(ATTR_POSITION | ATTR_TEXCOORD);
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RB_UpdateTessVao(ATTR_POSITION | ATTR_TEXCOORD);
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/*
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{
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shaderProgram_t *sp = &tr.textureColorShader;
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@@ -466,7 +466,7 @@ static void DrawSkySide( struct image_s *image, const int mins[2], const int max
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GLSL_SetUniformVec4(sp, UNIFORM_DIFFUSETEXOFFTURB, vector);
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}
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R_DrawElementsVBO(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex);
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R_DrawElementsVao(tess.numIndexes - tess.firstIndex, tess.firstIndex, tess.minIndex, tess.maxIndex);
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//qglDrawElements(GL_TRIANGLES, tess.numIndexes - tess.firstIndex, GL_INDEX_TYPE, BUFFER_OFFSET(tess.firstIndex * sizeof(glIndex_t)));
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