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- fixed: When deleting a camera texture's depth buffer, the corresponding variable must also be cleared.
Thanks to OpenGL's messed up state system this didn't cause some clear failure but just reused the last bound buffer instead which may not have had a matching size.
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@ -353,6 +353,7 @@ void FHardwareTexture::Clean(bool all)
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}
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glTex_Translated.Clear();
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if (glDepthID != 0) glDeleteRenderbuffers(1, &glDepthID);
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glDepthID = 0;
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}
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//===========================================================================
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