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			@ -3060,15 +3060,15 @@ void rlDrawRenderBatch(rlRenderBatch *batch) | 
			
		
		
	
		
			
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			                if ((batch->draws[i].mode == RL_LINES) || (batch->draws[i].mode == RL_TRIANGLES)) glDrawArrays(batch->draws[i].mode, vertexOffset, batch->draws[i].vertexCount); | 
			
		
		
	
		
			
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			                else | 
			
		
		
	
		
			
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			                { | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_33) | 
			
		
		
	
		
			
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			    #if defined(GRAPHICS_API_OPENGL_33) | 
			
		
		
	
		
			
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			                    // We need to define the number of indices to be processed: elementCount*6 | 
			
		
		
	
		
			
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			                    // NOTE: The final parameter tells the GPU the offset in bytes from the | 
			
		
		
	
		
			
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			                    // start of the index buffer to the location of the first index to process | 
			
		
		
	
		
			
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			                    glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_INT, (GLvoid *)(vertexOffset/4*6*sizeof(GLuint))); | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
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			    #endif | 
			
		
		
	
		
			
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			    #if defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
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			                    glDrawElements(GL_TRIANGLES, batch->draws[i].vertexCount/4*6, GL_UNSIGNED_SHORT, (GLvoid *)(vertexOffset/4*6*sizeof(GLushort))); | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			    #endif | 
			
		
		
	
		
			
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			                } | 
			
		
		
	
		
			
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			                vertexOffset += (batch->draws[i].vertexCount + batch->draws[i].vertexAlignment); | 
			
		
		
	
	
		
			
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			@ -4946,7 +4946,7 @@ static void rlLoadShaderDefault(void) | 
			
		
		
	
		
			
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			        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_VERTEX_COLOR] = glGetAttribLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR); | 
			
		
		
	
		
			
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			        // Set default shader locations: uniform locations | 
			
		
		
	
		
			
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			        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP]  = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); | 
			
		
		
	
		
			
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			        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MATRIX_MVP] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_MVP); | 
			
		
		
	
		
			
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			        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_COLOR_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR); | 
			
		
		
	
		
			
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			        RLGL.State.defaultShaderLocs[RL_SHADER_LOC_MAP_DIFFUSE] = glGetUniformLocation(RLGL.State.defaultShaderId, RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0); | 
			
		
		
	
		
			
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			    } | 
			
		
		
	
	
		
			
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