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Replaces native GL types by backend format in vertex attributes in CShaderProgram.
This was SVN commit r26594.
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@@ -243,9 +243,9 @@ void SkyManager::RenderSky(
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const GLsizei stride = static_cast<GLsizei>(m_VertexArray.GetStride());
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shader->VertexPointer(
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3, GL_FLOAT, stride, base + m_AttributePosition.offset);
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Renderer::Backend::Format::R32G32B32_SFLOAT, stride, base + m_AttributePosition.offset);
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shader->TexCoordPointer(
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GL_TEXTURE0, 3, GL_FLOAT, stride, base + m_AttributeUV.offset);
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GL_TEXTURE0, Renderer::Backend::Format::R32G32B32_SFLOAT, stride, base + m_AttributeUV.offset);
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shader->AssertPointersBound();
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deviceCommandContext->Draw(0, m_VertexArray.GetNumberOfVertices());
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