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Avoid unnecessary glVertexAttribDivisor calls
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@ -1425,7 +1425,7 @@ update_shader_vertex_arrays(ShaderContext *prev, bool force) {
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GL_TRUE, stride, client_pointer);
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}
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if (_glgsg->_supports_vertex_attrib_divisor) {
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if (_glgsg->_supports_vertex_attrib_divisor && divisor > 0) {
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_glgsg->_glVertexAttribDivisor(p, divisor);
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_has_divisor = true;
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}
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