Remove usage of VAO, which does not work in GLES2
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25b98e4842
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@ -1368,14 +1368,19 @@ void RasterizerCanvasGLES2::canvas_light_shadow_buffer_update(RID p_buffer, cons
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}
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}
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glBindVertexArray(cc->array_id);
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glBindBuffer(GL_ARRAY_BUFFER, cc->vertex_id);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, cc->index_id);
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glDrawElements(GL_TRIANGLES, cc->len * 3, GL_UNSIGNED_SHORT, 0);
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instance = instance->next;
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}
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}
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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}
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void RasterizerCanvasGLES2::reset_canvas() {
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@ -4247,7 +4247,6 @@ RID RasterizerStorageGLES2::canvas_light_occluder_create() {
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co->index_id = 0;
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co->vertex_id = 0;
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co->len = 0;
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glGenVertexArrays(1, &co->array_id);
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return canvas_occluder_owner.make_rid(co);
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}
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@ -4342,12 +4341,6 @@ void RasterizerStorageGLES2::canvas_light_occluder_set_polylines(RID p_occluder,
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
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co->len = lc;
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glBindVertexArray(co->array_id);
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glBindBuffer(GL_ARRAY_BUFFER, co->vertex_id);
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glEnableVertexAttribArray(VS::ARRAY_VERTEX);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 3, GL_FLOAT, false, 0, 0);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, co->index_id);
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glBindVertexArray(0);
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}
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}
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@ -4570,8 +4563,6 @@ bool RasterizerStorageGLES2::free(RID p_rid) {
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if (co->vertex_id)
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glDeleteBuffers(1, &co->vertex_id);
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glDeleteVertexArrays(1, &co->array_id);
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canvas_occluder_owner.free(p_rid);
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memdelete(co);
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@ -1179,7 +1179,6 @@ public:
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struct CanvasOccluder : public RID_Data {
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GLuint array_id; // 0 means, unconfigured
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GLuint vertex_id; // 0 means, unconfigured
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GLuint index_id; // 0 means, unconfigured
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PoolVector<Vector2> lines;
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