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Don't draw an indexed mesh if there is no index buffer available to bind
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@@ -3796,10 +3796,11 @@ void GLReplay::RenderMesh(uint32_t eventID, const vector<MeshFormat> &secondaryD
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{
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GLuint ib = m_pDriver->GetResourceManager()->GetCurrentResource(cfg.position.idxbuf).name;
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gl.glBindBuffer(eGL_ELEMENT_ARRAY_BUFFER, ib);
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gl.glDrawElementsBaseVertex(topo != eGL_PATCHES ? topo : eGL_POINTS, cfg.position.numVerts,
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idxtype, (const void *)uintptr_t(cfg.position.idxoffs),
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cfg.position.baseVertex);
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}
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gl.glDrawElementsBaseVertex(topo != eGL_PATCHES ? topo : eGL_POINTS, cfg.position.numVerts,
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idxtype, (const void *)uintptr_t(cfg.position.idxoffs),
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cfg.position.baseVertex);
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}
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else
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{
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