Fixed a bugg with RenderState.
Renderstate now also handles the Frambuffer binding.
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@@ -1,12 +1,13 @@
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#include "Rendering/PickingPassState.h"
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PickingPassState::PickingPassState()
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PickingPassState::PickingPassState(GLuint frameBuffer)
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{
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GLERROR("---2");
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BindBuffer(frameBuffer);
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GLERROR("---3");
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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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glm::vec4 clearColor = glm::vec4(0.f);
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ClearColor(clearColor);
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