Fix some issues found with WSLg
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@@ -163,7 +163,7 @@ namespace Nz
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else
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{
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vertexBuffer = m_device.InstantiateBuffer(BufferType::Vertex);
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vertexBuffer->Initialize(m_maxVertexBufferSize, BufferUsage::DeviceLocal);
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vertexBuffer->Initialize(m_maxVertexBufferSize, BufferUsage::DeviceLocal | BufferUsage::Dynamic);
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}
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currentVertexBuffer = vertexBuffer.get();
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@@ -214,8 +214,14 @@ namespace Nz
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{
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assert(command.framebuffer->GetType() == FramebufferType::Window);
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GLenum buffer = GL_BACK;
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context->glDrawBuffers(1, &buffer);
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// glDrawBuffers doesn't accept GL_BACK on OpenGL non-ES, and glDrawBuffer must be used instead
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if (context->glDrawBuffer)
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context->glDrawBuffer(GL_BACK);
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else
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{
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GLenum buffer = GL_BACK;
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context->glDrawBuffers(1, &buffer);
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}
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invalidateAttachments = NazaraStackVector(GLenum, 3); //< color + depth + stencil
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