refactor vao object to use acutal OpenGL IDs rather than object pointers
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@@ -8,8 +8,9 @@
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using namespace mbgl;
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Shader::Shader(const GLchar *vertSource, const GLchar *fragSource)
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: valid(false),
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Shader::Shader(const char *name, const GLchar *vertSource, const GLchar *fragSource)
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: name(name),
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valid(false),
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program(0) {
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util::timer timer("shader compilation", Event::Shader);
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