Fixed a bugg with RenderState.
Renderstate now also handles the Frambuffer binding.
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@@ -10,7 +10,6 @@ DrawScenePass::DrawScenePass(IRenderer* renderer)
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void DrawScenePass::InitializeTextures()
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{
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m_WhiteTexture = ResourceManager::Load<Texture>("Textures/Core/Blank.png");
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}
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void DrawScenePass::InitializeShaderPrograms()
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@@ -24,10 +23,12 @@ void DrawScenePass::InitializeShaderPrograms()
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void DrawScenePass::Draw(RenderQueueCollection& rq)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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//glBindFramebuffer(GL_FRAMEBUFFER, 0);
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GLERROR("Renderer::Draw PickingPass");
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DrawScenePassState state;
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//TODO: Render: Add code for more jobs than modeljobs.
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for (auto &job : rq.Forward) {
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auto modelJob = std::dynamic_pointer_cast<ModelJob>(job);
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