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Fixed: Binding vertex position twice (#1835)
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@@ -1099,10 +1099,6 @@ void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int ins
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
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rlEnableVertexBuffer(mesh.vboId[0]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION], 3, RL_FLOAT, 0, 0, 0);
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rlEnableVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_POSITION]);
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// Bind mesh VBO data: vertex texcoords (shader-location = 1)
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// Bind mesh VBO data: vertex texcoords (shader-location = 1)
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rlEnableVertexBuffer(mesh.vboId[1]);
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rlEnableVertexBuffer(mesh.vboId[1]);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
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rlSetVertexAttribute(material.shader.locs[SHADER_LOC_VERTEX_TEXCOORD01], 2, RL_FLOAT, 0, 0, 0);
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