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Refactor RenderMesh() to now purely render what's specified
* So RenderMesh doesn't pick up anything implicitly from the current event, log, pipeline state etc - everything it needs is explicitly provided by the config parameters (note this might include a buffer generated by postvs data fetching, but the implementation now doesn't need to care or treat it as a special case.
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@@ -1450,7 +1450,7 @@ ResourceId GLReplay::RenderOverlay(ResourceId texid, TextureDisplayOverlay overl
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return m_pDriver->GetResourceManager()->GetID(TextureRes(ctx, DebugData.overlayTex));
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}
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void GLReplay::RenderMesh(uint32_t frameID, const vector<uint32_t> &events, MeshDisplay cfg)
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void GLReplay::RenderMesh(uint32_t frameID, uint32_t eventID, const vector<MeshFormat> &secondaryDraws, MeshDisplay cfg)
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{
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#if 0
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WrappedOpenGL &gl = *m_pDriver;
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