Fix drawing of 2D primitives in OpenGL3 renderer #67416
Merged
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Fixes: #67412
Previously the wrong vertices were used when assembling the second triangle of a quad.
In the RD renderer the logic looks a bit different. It loops over only j=1 to j=2. It doesn't need to run j=0 because it is writing over the same array used by the first vertex. In GLES3, since we batch draw calls, the data for all 6 vertices needs to be copied over.