Async load works, using exceptions for special resources.
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@@ -161,8 +161,8 @@ void Renderer::DrawScreenQuad(GLuint textureToDraw)
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glBindVertexArray(m_ScreenQuad->VAO);
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glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, m_ScreenQuad->ElementBuffer);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups[0].EndIndex - m_ScreenQuad->TextureGroups[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups[0].StartIndex);
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glDrawElementsBaseVertex(GL_TRIANGLES, m_ScreenQuad->TextureGroups()[0].EndIndex - m_ScreenQuad->TextureGroups()[0].StartIndex +1
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, GL_UNSIGNED_INT, 0, m_ScreenQuad->TextureGroups()[0].StartIndex);
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}
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void Renderer::InitializeTextures()
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