Work around crash in render code. Vlj, please review this, this is likely not the proper fix
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@ -132,8 +132,11 @@ void STKMeshSceneNode::drawGlow(const GLMesh &mesh)
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computeMVP(ModelViewProjectionMatrix);
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MeshShader::ColorizeShader::setUniforms(ModelViewProjectionMatrix, cb->getRed(), cb->getGreen(), cb->getBlue());
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glBindVertexArray(mesh.vao_glow_pass);
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glDrawElements(ptype, count, itype, 0);
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if (mesh.vao_glow_pass != 0)
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{
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glBindVertexArray(mesh.vao_glow_pass);
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glDrawElements(ptype, count, itype, 0);
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}
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}
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void STKMeshSceneNode::drawDisplace(const GLMesh &mesh)
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