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@ -215,7 +215,8 @@ bool CDriverGL3::renderLines(CMaterial& mat, uint32 firstIndex, uint32 nlines)
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return false;
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return false;
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#ifdef GLSL
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#ifdef GLSL
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setupProgram( mat );
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if( !setupProgram( mat ) )
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return false;
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#endif
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#endif
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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@ -270,7 +271,8 @@ bool CDriverGL3::renderTriangles(CMaterial& mat, uint32 firstIndex, uint32 ntris
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return false;
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return false;
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#ifdef GLSL
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#ifdef GLSL
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setupProgram( mat );
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if( !setupProgram( mat ) )
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return false;
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#endif
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#endif
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refreshTexMatrices();
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refreshTexMatrices();
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@ -366,7 +368,8 @@ bool CDriverGL3::renderRawPoints(CMaterial& mat, uint32 startIndex, uint32 numPo
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return false;
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return false;
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#ifdef GLSL
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#ifdef GLSL
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setupProgram( mat );
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if( !setupProgram( mat ) )
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return false;
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#endif
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#endif
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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@ -411,7 +414,8 @@ bool CDriverGL3::renderRawLines(CMaterial& mat, uint32 startIndex, uint32 numLin
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return false;
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return false;
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#ifdef GLSL
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#ifdef GLSL
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setupProgram( mat );
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if( !setupProgram( mat ) )
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return false;
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#endif
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#endif
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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@ -456,7 +460,8 @@ bool CDriverGL3::renderRawTriangles(CMaterial& mat, uint32 startIndex, uint32 nu
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return false;
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return false;
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#ifdef GLSL
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#ifdef GLSL
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setupProgram( mat );
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if( !setupProgram( mat ) )
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return false;
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#endif
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#endif
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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@ -504,7 +509,8 @@ bool CDriverGL3::renderRawQuads(CMaterial& mat, uint32 startIndex, uint32 numQua
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return false;
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return false;
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#ifdef GLSL
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#ifdef GLSL
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setupProgram( mat );
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if( !setupProgram( mat ) )
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return false;
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#endif
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#endif
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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if (_CurrentVertexBufferHard && _CurrentVertexBufferHard->isInvalid()) return true;
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