use VBOAccessData instead of PrimitiveVertexBuffer, use VBOAccessMap instead of PVBMap
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@@ -24,7 +24,8 @@ constexpr float position_data[VERTEX_COUNT*2]=
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};
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constexpr uint8 color_data[VERTEX_COUNT][4]=
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{ {255,0,0,255},
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{
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{255,0,0,255},
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{0,255,0,255},
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{0,0,255,255}
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};
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