OpenGLCommandBuffer: Don't force VAO bind each time
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@ -322,7 +322,7 @@ namespace Nz
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const GL::VertexArray& vao = context.GetVaoCache().Get(vaoSetup);
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const GL::VertexArray& vao = context.GetVaoCache().Get(vaoSetup);
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context.BindVertexArray(vao.GetObjectId(), true);
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context.BindVertexArray(vao.GetObjectId());
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}
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}
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void OpenGLCommandBuffer::Release()
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void OpenGLCommandBuffer::Release()
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