Fixed a bugg with RenderState.
Renderstate now also handles the Frambuffer binding.
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@@ -44,14 +44,12 @@ void PickingPass::InitializeShaderPrograms()
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void PickingPass::Draw(RenderQueueCollection& rq)
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{
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m_PickingColorsToEntity.clear();
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m_PickingBuffer.Bind();
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PickingPassState state;
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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int r = 1;
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int g = 0;
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//TODO: Render: Add code for more jobs than modeljobs.
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GLuint ShaderHandle = m_PickingProgram.GetHandle();
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m_PickingProgram.Bind();
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