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Moves AssertPointersBound to draw commands to not forget to call it for new shaders.
In the future it allows to call AssertPointersBound in a more lazy way. This was SVN commit r26784.
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@@ -99,7 +99,6 @@ void DrawTexture(
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GL_TEXTURE0, Renderer::Backend::Format::R32G32_SFLOAT, 0, quadUVs);
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shader->VertexPointer(
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Renderer::Backend::Format::R32G32B32_SFLOAT, 0, quadVertices);
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shader->AssertPointersBound();
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deviceCommandContext->Draw(0, 6);
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}
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@@ -574,7 +573,6 @@ void CMiniMapTexture::RenderFinalTexture(
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m_AttributePos.format, stride, base + m_AttributePos.offset);
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shader->ColorPointer(
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m_AttributeColor.format, stride, base + m_AttributeColor.offset);
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shader->AssertPointersBound();
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deviceCommandContext->SetIndexBuffer(m_IndexArray.GetBuffer());
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deviceCommandContext->DrawIndexed(m_IndexArray.GetOffset(), m_EntitiesDrawn * 6, 0);
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