VBO's face index was incorrect, didnt see this break anything but was giving the triangulated index (always wrong for quads).
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@@ -860,7 +860,7 @@ static void cdDM_drawMappedFaces(DerivedMesh *dm, int (*setDrawOptions)(void *us
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dontdraw = 1;
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dontdraw = 1;
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}
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}
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else
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else
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orig = i;
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orig = actualFace;
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if( dontdraw ) {
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if( dontdraw ) {
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state = 0;
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state = 0;
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}
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}
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