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Since the debug layer complains for me, respect GL_MAX_VERTEX_ATTRIBS
* I need to respect the GL_MAX_* values all over the render state, but the other things don't complain so I can ignore it for now :).
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@@ -106,7 +106,10 @@ void GLRenderState::FetchState()
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// undefined results. Ie. if someone set ints, this might return anything. However there's also
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// no way to query for the type so we just have to hope for the best and hope most people are
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// sane and don't use these except for a default "all 0s" attrib.
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for(GLuint i=0; i < (GLuint)ARRAY_COUNT(GenericVertexAttribs); i++)
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GLuint maxNumAttribs = 0;
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m_Real->glGetIntegerv(eGL_MAX_VERTEX_ATTRIBS, (GLint *)&maxNumAttribs);
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for(GLuint i=0; i < RDCMIN(maxNumAttribs, (GLuint)ARRAY_COUNT(GenericVertexAttribs)); i++)
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m_Real->glGetVertexAttribfv(i, eGL_CURRENT_VERTEX_ATTRIB, &GenericVertexAttribs[i].x);
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m_Real->glGetFloatv(eGL_POINT_FADE_THRESHOLD_SIZE, &PointFadeThresholdSize);
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