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Common: Persistent-mapped stream buffer implementation
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@ -756,14 +756,14 @@ void GPU_HW_OpenGL::FlushRender()
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if (m_batch.NeedsTwoPassRendering())
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{
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SetDrawState(BatchRenderMode::OnlyTransparent);
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, vertex_count);
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], m_batch_base_vertex, vertex_count);
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SetDrawState(BatchRenderMode::OnlyOpaque);
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, vertex_count);
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], m_batch_base_vertex, vertex_count);
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}
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else
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{
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SetDrawState(m_batch.GetRenderMode());
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], 0, vertex_count);
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glDrawArrays(gl_primitives[static_cast<u8>(m_batch.primitive)], m_batch_base_vertex, vertex_count);
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}
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}
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