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Additional bind override for BufferObject #37

@reinago

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@reinago

If you render using vertex arrays, you might want to bind a buffer as an ARRAY_BUFFER regardless of how it was defined, so another bind that overrides the original m_target could be helpful. Probably like this, because you cannot BindBufferBase to an ARRAY_BUFFER (see current bindAs)

inline void BufferObject::bindAs(GLenum target) const {
    glBindBuffer(target, m_name);
}

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