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Don't bother with glDrawRangeElements, seems to not improve perf.
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@ -668,7 +668,7 @@ void TransformDrawEngine::SoftwareTransformAndDraw(
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if (attrMask & (1 << ATTR_COLOR0)) glVertexAttribPointer(ATTR_COLOR0, 4, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 7 * 4);
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if (attrMask & (1 << ATTR_COLOR1)) glVertexAttribPointer(ATTR_COLOR1, 3, GL_UNSIGNED_BYTE, GL_TRUE, vertexSize, ((uint8_t*)drawBuffer) + 8 * 4);
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if (drawIndexed) {
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#ifdef USING_GLES2
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#if 1 // USING_GLES2
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glDrawElements(glprim[prim], numTrans, GL_UNSIGNED_SHORT, inds);
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#else
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glDrawRangeElements(glprim[prim], 0, indexGen.MaxIndex(), numTrans, GL_UNSIGNED_SHORT, inds);
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@ -699,7 +699,7 @@ rotateVBO:
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SetupDecFmtForDraw(program, dec_->GetDecVtxFmt(), vbo ? 0 : decoded);
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if (useElements) {
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#ifdef USING_GLES2
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#if 1 // USING_GLES2
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glDrawElements(glprim[prim], vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
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#else
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glDrawRangeElements(glprim[prim], 0, maxIndex, vertexCount, GL_UNSIGNED_SHORT, ebo ? 0 : (GLvoid*)decIndex);
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