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Split buffer struct into VAO+VBO+IBO structs
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@ -18,7 +18,7 @@ type Rend3DGL struct {
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func (r3d *Rend3DGL) Draw(mesh *meshes.Mesh, trMat *gglm.TrMat, mat *materials.Material) {
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if mesh != r3d.BoundMesh {
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mesh.Buf.Bind()
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mesh.Vao.Bind()
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r3d.BoundMesh = mesh
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}
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