Fixed picking depth values after depth buffer was changed to a texture.
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@@ -24,7 +24,7 @@ void PickingPass::InitializeTextures()
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_RG8, GL_RG, GL_UNSIGNED_BYTE);
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CommonFunctions::GenerateTexture(&m_DepthBuffer, GL_CLAMP_TO_BORDER, GL_NEAREST,
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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glm::vec2(m_Renderer->GetViewportSize().Width, m_Renderer->GetViewportSize().Height), GL_DEPTH_COMPONENT32F, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT);
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}
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void PickingPass::InitializeFrameBuffers()
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@@ -36,10 +36,6 @@ ScreenCoords::PixelData ScreenCoords::ToPixelData(float x, float y, FrameBuffer*
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unsigned char pdata[3];
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glReadPixels(x, y, 1, 1, GL_RGB, GL_UNSIGNED_BYTE, &pdata);
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GLERROR("glReadPixels(pdata) Error");
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PickDataBuffer->Unbind();
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GLERROR("Unbind Error");
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glBindFramebuffer(GL_FRAMEBUFFER, DepthBuffer);
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GLERROR("glBindFramebuffer(DepthBuffer) Error");
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float depthData;
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glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depthData);
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GLERROR("glReadPixels(depthData) Error");
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