Fixed picking depth values after depth buffer was changed to a texture.
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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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