Working stencil buffer for the shield.
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@@ -57,17 +57,17 @@ void FrameBuffer::Generate()
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break;
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}
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT || (*it)->m_Attachment != GL_STENCIL_ATTACHMENT || (*it)->m_Attachment != GL_DEPTH_STENCIL_ATTACHMENT) {
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attachments.push_back((*it)->m_Attachment);
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}
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}
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GLenum* bufferTextures = &attachments[0];
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glDrawBuffers(attachments.size(), bufferTextures);
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if (GLenum frameBufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
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LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
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GLERROR("Framebuffer incomplete");
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//LOG_ERROR("FrameBuffer incomplete: 0x%x\n", frameBufferStatus);
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exit(EXIT_FAILURE);
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}
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}
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