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Working through fbo debugging
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4914e3ca36
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2 changed files with 7 additions and 7 deletions
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@ -37,7 +37,7 @@ var RenderTarget = new Class({
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if (minFilter === undefined) { minFilter = 0; }
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if (minFilter === undefined) { minFilter = 0; }
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if (autoClear === undefined) { autoClear = true; }
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if (autoClear === undefined) { autoClear = true; }
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if (autoResize === undefined) { autoResize = false; }
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if (autoResize === undefined) { autoResize = false; }
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if (addDepthBuffer === undefined) { addDepthBuffer = true; }
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if (addDepthBuffer === undefined) { addDepthBuffer = false; }
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/**
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/**
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* A reference to the WebGLRenderer instance.
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* A reference to the WebGLRenderer instance.
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@ -410,7 +410,7 @@ var PreFXPipeline = new Class({
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gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO);
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gl.bindFramebuffer(gl.FRAMEBUFFER, currentFBO);
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// gl.bindTexture(gl.TEXTURE_2D, null);
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gl.bindTexture(gl.TEXTURE_2D, null);
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// We've drawn the sprite to the target (using our pipeline shader)
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// We've drawn the sprite to the target (using our pipeline shader)
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// we can pass it to the pipeline in case they want to do further
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// we can pass it to the pipeline in case they want to do further
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@ -720,12 +720,12 @@ var PreFXPipeline = new Class({
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this.set1i('uMainSampler', 0);
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this.set1i('uMainSampler', 0);
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// renderer.popFramebuffer(false, false, false);
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renderer.popFramebuffer(false, false, false);
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// if (!renderer.currentFramebuffer)
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if (!renderer.currentFramebuffer)
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// {
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{
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// gl.viewport(0, 0, renderer.width, renderer.height);
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gl.viewport(0, 0, renderer.width, renderer.height);
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// }
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}
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if (this.customMainSampler)
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if (this.customMainSampler)
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{
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{
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