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Clear vertex attrib arrays before output to screen.
Doesn't seem to help the mis-enabled arrays, though.
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@ -616,14 +616,14 @@ void GLES_GPU::CopyDisplayToOutputInternal() {
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framebufferManager_.RebindFramebuffer();
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transformDraw_.Flush();
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shaderManager_->DirtyLastShader();
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glstate.depthWrite.set(GL_TRUE);
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glstate.colorMask.set(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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framebufferManager_.CopyDisplayToOutput();
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framebufferManager_.EndFrame();
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shaderManager_->DirtyLastShader();
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// If buffered, discard the depth buffer of the backbuffer. Don't even know if we need one.
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#if 0
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#ifdef USING_GLES2
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