Do this both in the UpdateDistortionMeshesInternal() and in the PresentEye() calls within RenderManagerOpenGL.cpp so that we don't mess with state that the client may be using and not re-setting on their own.
glGet with argument GL_MAX_VERTEX_ATTRIBS
glGetVertexAttrib with arguments index and GL_VERTEX_ATTRIB_ARRAY_ENABLED
glGetVertexAttribPointerv with arguments index and GL_VERTEX_ATTRIB_ARRAY_POINTER
Do this both in the UpdateDistortionMeshesInternal() and in the PresentEye() calls within RenderManagerOpenGL.cpp so that we don't mess with state that the client may be using and not re-setting on their own.
glGet with argument GL_MAX_VERTEX_ATTRIBS glGetVertexAttrib with arguments index and GL_VERTEX_ATTRIB_ARRAY_ENABLED glGetVertexAttribPointerv with arguments index and GL_VERTEX_ATTRIB_ARRAY_POINTER