b4e484e21189e4b30b20439f41f6ba1c15bb7581
Refactoring of draw code showed another problem: The MCol we want to draw may change without dm rebuild (e.g. when enabling solid textured option)! Also, choosing which MCol layer to use in GPU code is stupid, different draw modes use different layers/order of precedence! Solved this by adding a new colType parameter to GPU_color_setup, and removing any 'color choosing' code from gpu_buffers.c.
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