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Don't set 0 patch vertices
* This likely comes from capturing without tessellation and retrieving 0, and replaying with tessellation. For this case we don't need to set the number of vertices at all.
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@@ -1672,7 +1672,8 @@ void GLRenderState::ApplyState(WrappedOpenGL *driver)
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if(HasExt[ARB_tessellation_shader])
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{
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GL.glPatchParameteri(eGL_PATCH_VERTICES, PatchParams.numVerts);
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if(PatchParams.numVerts > 0)
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GL.glPatchParameteri(eGL_PATCH_VERTICES, PatchParams.numVerts);
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if(!IsGLES)
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{
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GL.glPatchParameterfv(eGL_PATCH_DEFAULT_INNER_LEVEL, PatchParams.defaultInnerLevel);
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