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OpenGL2: Workaround for multiple deforms on MD3 mesh.
https://github.com/ioquake/ioq3/issues/122
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@ -1291,6 +1291,12 @@ void RB_SurfaceVaoMdvMesh(srfVaoMdvMesh_t * surface)
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GLimp_LogComment("--- RB_SurfaceVaoMdvMesh ---\n");
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if (ShaderRequiresCPUDeforms(tess.shader))
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{
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RB_SurfaceMesh(surface->mdvSurface);
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return;
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}
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if(!surface->vao)
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return;
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