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- surface rendering is a step closer to using VBO's (code now works using Vertex Arrays, next stop Vertex Buffer Objects)
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@@ -157,7 +157,7 @@ void ModelRendererGl::renderMesh(Mesh *mesh) {
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if(lastTexture != texture->getHandle()){
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//assert(glIsTexture(texture->getHandle()));
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//throw runtime_error("glIsTexture(texture->getHandle()) == false for texture: " + texture->getPath());
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if(glIsTexture(texture->getHandle()) == true) {
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if(glIsTexture(texture->getHandle()) == GL_TRUE) {
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glBindTexture(GL_TEXTURE_2D, texture->getHandle());
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lastTexture= texture->getHandle();
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}
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