Begin clean-up
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@@ -9,14 +9,6 @@ BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLen
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m_Attachment = attachment;
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}
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BufferResource::BufferResource(GLuint* resourceHandle, GLenum resourceType, GLenum attachment, GLuint layers)
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{
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m_ResourceHandle = resourceHandle;
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m_ResourceType = resourceType;
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m_Attachment = attachment;
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m_Layers = layers;
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}
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Texture2D::~Texture2D()
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{
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if (m_ResourceHandle != 0) {
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@@ -24,13 +16,6 @@ Texture2D::~Texture2D()
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}
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}
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Texture2DArray::~Texture2DArray()
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{
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if (m_ResourceHandle != 0) {
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glDeleteTextures(1, m_ResourceHandle);
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}
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}
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RenderBuffer::~RenderBuffer()
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{
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if (m_ResourceHandle != 0) {
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@@ -133,7 +133,7 @@ void ShadowPass::InitializeFrameBuffers()
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glTexParameterfv(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_BORDER_COLOR, glm::vec4(1.f).data);
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glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2DArray(&m_DepthMap, GL_DEPTH_ATTACHMENT, m_CurrentNrOfSplits)));
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m_DepthBuffer.AddResource(std::shared_ptr<BufferResource>(new Texture2D(&m_DepthMap, GL_DEPTH_ATTACHMENT)));
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m_DepthBuffer.Generate();
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GLERROR("depthMap failed END");
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