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Fix uninitialized mPipelineTexture and fix BindCurrentTexture using the wrong handle
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1 changed files with 7 additions and 1 deletions
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@ -65,6 +65,12 @@ CVAR(Bool, gl_renderbuffers, true, CVAR_ARCHIVE|CVAR_GLOBALCONFIG);
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FGLRenderBuffers::FGLRenderBuffers()
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{
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for (int i = 0; i < NumPipelineTextures; i++)
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{
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mPipelineTexture[i] = 0;
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mPipelineFB[i] = 0;
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}
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, (GLint*)&mOutputFB);
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glGetIntegerv(GL_MAX_SAMPLES, &mMaxSamples);
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}
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@ -477,7 +483,7 @@ void FGLRenderBuffers::BindSceneFB()
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void FGLRenderBuffers::BindCurrentTexture(int index)
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{
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glActiveTexture(GL_TEXTURE0 + index);
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glBindTexture(GL_TEXTURE_2D, mPipelineFB[mCurrentPipelineTexture]);
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glBindTexture(GL_TEXTURE_2D, mPipelineTexture[mCurrentPipelineTexture]);
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}
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//==========================================================================
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