Fix for missing texture with non advanced pipeline
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@ -624,7 +624,7 @@ void IrrDriver::renderSolidSecondPass()
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glBindVertexArray(getVAO(video::EVT_STANDARD));
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for (unsigned i = 0; i < GroupedSM<SM_DEFAULT_STANDARD>::MeshSet.size(); i++)
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{
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const GLMesh &mesh = *GroupedSM<SM_DEFAULT_STANDARD>::MeshSet[i];
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GLMesh &mesh = *GroupedSM<SM_DEFAULT_STANDARD>::MeshSet[i];
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if (mesh.VAOType != video::EVT_STANDARD)
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{
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#ifdef DEBUG
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@ -632,6 +632,8 @@ void IrrDriver::renderSolidSecondPass()
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#endif
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continue;
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}
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if (!mesh.textures[0])
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mesh.textures[0] = getUnicolorTexture(video::SColor(255, 255, 255, 255));
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compressTexture(mesh.textures[0], true);
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setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
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if (irr_driver->getLightViz())
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