OpenGL2: VBO cleanup.
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@@ -203,7 +203,7 @@ void RB_InstantQuad2(vec4_t quadVerts[4], vec2_t texCoords[4])
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tess.minIndex = 0;
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tess.maxIndex = 3;
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RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
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RB_UpdateTessVbo(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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@@ -601,7 +601,7 @@ static void RB_SurfaceBeam( void )
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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_UpdateVBOs(ATTR_POSITION);
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RB_UpdateTessVbo(ATTR_POSITION);
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GLSL_VertexAttribsState(ATTR_POSITION);
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GLSL_BindProgram(sp);
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