Fixed a bugg with RenderState.
Renderstate now also handles the Frambuffer binding.
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@@ -14,9 +14,10 @@ public:
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bool CullFace(GLenum GlFaceToCull);
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bool ClearColor(glm::vec4 color);
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bool Clear(GLbitfield mask);
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bool BindBuffer(GLint buffer);
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private:
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std::vector<GLenum> m_Enables;
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float m_preClearColor[4];
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GLenum m_preCullFace;
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int m_preBuffer;
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};
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#endif
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