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Don't throw an error when serializing GL buffer initial state.
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@@ -132,7 +132,11 @@ bool GLResourceManager::Serialise_InitialState(GLResource res)
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res = GLResource(MakeNullResource);
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}
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if(res.Namespace == eResVertexArray)
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if(res.Namespace == eResBuffer)
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{
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// Nothing to serialize
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}
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else if(res.Namespace == eResVertexArray)
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{
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VertexArrayInitialData data[16];
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