Fixed a bugg with RenderState.
Renderstate now also handles the Frambuffer binding.
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@@ -6,10 +6,10 @@
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class PickingPassState : public RenderState
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{
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public:
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PickingPassState();
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PickingPassState(GLuint frameBuffer);
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~PickingPassState();
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private:
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private:
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};
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#endif
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