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#5948: Simplify the full bright renderer to process all sorted passes…
… in the same manner. The VBOs remain bound throughout the render pass, all single OpenGLRenderables (for selection overlays) should use the regular ObjectRenderer methods to submit their geometry in the assumption that the buffer is bound correctly. This effectively disables the WindingRenderer::renderWinding() method, no brush selection overlays are rendered until it's been migrated.
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