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Don't use BindBufferBase when binding a buffer for mapping. Refs #344
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@@ -1750,7 +1750,7 @@ void WrappedOpenGL::RenderOverlayStr(float x, float y, const char *text)
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// if it's reasonably modern context, assume we can use buffers and UBOs
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if(ctxdata.Modern())
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{
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gl.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, ctxdata.GeneralUBO);
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gl.glBindBuffer(eGL_UNIFORM_BUFFER, ctxdata.GeneralUBO);
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FontUBOData *ubo = (FontUBOData *)gl.glMapBufferRange(
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eGL_UNIFORM_BUFFER, 0, sizeof(FontUBOData), GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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@@ -1784,7 +1784,7 @@ void WrappedOpenGL::RenderOverlayStr(float x, float y, const char *text)
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len = FONT_MAX_CHARS;
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}
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gl.glBindBufferBase(eGL_UNIFORM_BUFFER, 0, ctxdata.StringUBO);
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gl.glBindBuffer(eGL_UNIFORM_BUFFER, ctxdata.StringUBO);
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uint32_t *texs =
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(uint32_t *)gl.glMapBufferRange(eGL_UNIFORM_BUFFER, 0, len * 4 * sizeof(uint32_t),
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GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
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