finish the most basic rendering pipeline
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@@ -7,6 +7,8 @@ gnReturnCode openglPresent(gnOutputDeviceHandle device, gnPresentInfo info) {
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for (uint32_t i =0 ; i < info.presentationQueueCount; i++) {
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uint32_tArrayListAdd(info.presentationQueues[i]->presentationQueue->avaliableTextures, info.imageIndices[i]);
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glBindVertexArray(0);
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glUseProgram(device->outputDevice->shaderProgram);
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glBindBuffer(GL_ARRAY_BUFFER, device->outputDevice->buffer);
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glBindTexture(GL_TEXTURE_2D, GLuintArrayListAt(info.presentationQueues[i]->presentationQueue->textures, info.imageIndices[i]));
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