Made texture getters from draw finalpass from const
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@@ -352,7 +352,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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if (scene.ShouldBlur) {
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//This needs to be drawn only when the full scene is being renderd, and then let be, otherwise sprite and other shit will show on it.
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GLuint sceneTexture = SceneTexture();
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GLERROR("SceneTexture() 1");
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m_FullBlurredTexture = blurHUDPass->Draw(sceneTexture, scene);
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}
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@@ -362,7 +361,6 @@ void DrawFinalPass::Draw(RenderScene& scene, BlurHUD* blurHUDPass)
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stateSprite->Disable(GL_DEPTH_TEST);
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stateSprite->Disable(GL_STENCIL_TEST);
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GLuint sceneTexture = SceneTexture();
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GLERROR("SceneTexture() 2");
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delete stateSprite;
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stateSprite = new DrawFinalPassState(m_FinalPassFrameBuffer->GetHandle());
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m_CombinedTexture = blurHUDPass->CombineTextures(sceneTexture, m_FullBlurredTexture);
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@@ -227,7 +227,8 @@ void Renderer::Draw(RenderFrame& frame)
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if (m_DebugTextureToDraw == 0) {
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PerformanceTimer::StartTimer("Renderer-Color Correction Pass");
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m_DrawColorCorrectionPass->Draw(m_DrawFinalPass->SceneTexture(), m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
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GLuint test = m_DrawFinalPass->SceneTexture();
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m_DrawColorCorrectionPass->Draw(test, m_DrawBloomPass->GaussianTexture(), frame.Gamma, frame.Exposure);
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PerformanceTimer::StopTimer("Renderer-Color Correction Pass");
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}
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