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Set gl_CurChunk in release as well as development builds.
* Yes I know - shocking, but release builds also need to know which function was called!
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@@ -92,7 +92,9 @@ int ScopedPrinter::depth = 0;
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#else
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#define SCOPED_GLCALL(funcname) SCOPED_LOCK(glLock);
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#define SCOPED_GLCALL(funcname) \
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SCOPED_LOCK(glLock); \
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gl_CurChunk = GLChunk::funcname;
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#endif
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