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Pad struct and align on 4 byte boundary.
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@ -28,6 +28,7 @@ struct Vertex
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float texcoords[2];
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UINT8 color[4];
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UINT8 fixedShade;
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UINT8 padding[3];
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};
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struct Poly // our polys are always 3 triangles, unlike the real h/w
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@ -289,7 +289,7 @@ void CNew3D::RenderFrame(void)
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inNormal"), 3, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, normal));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inTexCoord"), 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (void*)offsetof(Vertex, texcoords));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inColour"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, color));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFixedShade"), 1, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, fixedShade));
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glVertexAttribPointer(m_r3dShader.GetVertexAttribPos("inFixedShade"), 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(Vertex), (void*)offsetof(Vertex, fixedShade));
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m_r3dShader.SetShader(true);
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