OGL/VertexManager: Make vertex and index buffer handles private
These are only ever read, but not written to outside of the VertexManager class.
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@@ -60,8 +60,8 @@ GLVertexFormat::GLVertexFormat(const PortableVertexDeclaration& _vtx_decl)
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ProgramShaderCache::BindVertexFormat(this);
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// the element buffer is bound directly to the vao, so we must it set for every vao
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->m_index_buffers);
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glBindBuffer(GL_ARRAY_BUFFER, vm->m_vertex_buffers);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vm->GetIndexBufferHandle());
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glBindBuffer(GL_ARRAY_BUFFER, vm->GetVertexBufferHandle());
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SetPointer(SHADER_POSITION_ATTRIB, vertex_stride, _vtx_decl.position);
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