Fixed a bugg with RenderState.
Renderstate now also handles the Frambuffer binding.
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@@ -3,9 +3,11 @@
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DrawScenePassState::DrawScenePassState()
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{
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GLERROR("---");
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BindBuffer(0);
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GLERROR("---");
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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CullFace(GL_BACK);
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ClearColor(glm::vec4(255.f / 255, 163.f / 255, 176.f / 255, 0.f));
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Clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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