More cleanup
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@@ -281,8 +281,6 @@ void STKMeshSceneNode::render()
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glDisable(GL_CULL_FACE);
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if (update_each_frame && !UserConfigParams::m_dynamic_lights)
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updatevbo();
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if (!spareWhiteTex)
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spareWhiteTex = getUnicolorTexture(video::SColor(255, 255, 255, 255));
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glUseProgram(MeshShader::ObjectPass2Shader::getInstance()->Program);
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// Only untextured
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for (unsigned i = 0; i < GLmeshes.size(); i++)
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@@ -308,7 +306,7 @@ void STKMeshSceneNode::render()
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glMakeTextureHandleResidentARB(SSAOHandle);
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if (!mesh.TextureHandles[0])
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mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(spareWhiteTex), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
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mesh.TextureHandles[0] = glGetTextureSamplerHandleARB(getTextureGLuint(mesh.textures[0]), MeshShader::TransparentFogShader::getInstance()->SamplersId[0]);
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if (!glIsTextureHandleResidentARB(mesh.TextureHandles[0]))
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glMakeTextureHandleResidentARB(mesh.TextureHandles[0]);
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MeshShader::ObjectPass2Shader::getInstance()->SetTextureHandles(createVector<uint64_t>(DiffuseHandle, SpecularHandle, SSAOHandle, mesh.TextureHandles[0]));
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@@ -318,7 +316,7 @@ void STKMeshSceneNode::render()
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irr_driver->getRenderTargetTexture(RTT_DIFFUSE),
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irr_driver->getRenderTargetTexture(RTT_SPECULAR),
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irr_driver->getRenderTargetTexture(RTT_HALF1_R),
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getTextureGLuint(spareWhiteTex)));
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getTextureGLuint(mesh.textures[0])));
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MeshShader::ObjectPass2Shader::getInstance()->setUniforms(AbsoluteTransformation, mesh.TextureMatrix);
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assert(mesh.vao);
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glBindVertexArray(mesh.vao);
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