Added better handling of use of VBO's in compileGLObjects()
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@ -443,6 +443,17 @@ void Drawable::dirtyBound()
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void Drawable::compileGLObjects(RenderInfo& renderInfo) const
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{
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bool useVertexArrays = _supportsVertexBufferObjects && _useVertexBufferObjects && renderInfo.getState()->isVertexBufferObjectSupported();
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if (useVertexArrays)
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{
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if (_drawCallback.valid())
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_drawCallback->drawImplementation(renderInfo,this);
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else
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drawImplementation(renderInfo);
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return;
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}
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if (!_useDisplayList) return;
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// get the contextID (user defined ID of 0 upwards) for the
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