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#include <mbgl/gl/vertex_array.hpp>
#include <mbgl/gl/context.hpp>
#include <mbgl/gl/gl.hpp>
namespace mbgl {
namespace gl {
void VertexArray::bind(Context& context, BufferID indexBuffer, const AttributeBindingArray& bindings) {
context.bindVertexArray = state->vertexArray;
state->indexBuffer = indexBuffer;
for (AttributeLocation location = 0; location < MAX_ATTRIBUTES; ++location) {
state->bindings[location] = bindings[location];
}
}
} // namespace gl
} // namespace mbgl
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