Fix really stupid issue reported by Campbell, code retry to render
without VBOs would return prematurely and leak.
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@@ -1085,9 +1085,7 @@ static void cdDM_drawMappedFacesGLSL(DerivedMesh *dm,
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elementsize = GPU_attrib_element_size(datatypes, numdata);
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elementsize = GPU_attrib_element_size(datatypes, numdata);
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buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, false);
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buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, false);
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if (buffer == NULL) {
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if (buffer == NULL) {
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GPU_buffer_unbind();
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buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, true);
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buffer = GPU_buffer_alloc(elementsize * dm->drawObject->tot_triangle_point, true);
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return;
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}
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}
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varray = GPU_buffer_lock_stream(buffer);
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varray = GPU_buffer_lock_stream(buffer);
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if (varray == NULL) {
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if (varray == NULL) {
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