Some groundwork for cubemaps.
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@@ -64,6 +64,7 @@ void PickingPass::InitializeShaderPrograms()
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void PickingPass::Draw(RenderScene& scene)
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{
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GLERROR("PRE");
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PickingPassState* state = new PickingPassState(m_PickingBuffer.GetHandle());
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//TODO: Render: Add code for more jobs than modeljobs.
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@@ -367,6 +368,7 @@ void PickingPass::Draw(RenderScene& scene)
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void PickingPass::ClearPicking()
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{
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GLERROR("PRE");
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m_PickingColorsToEntity.clear();
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m_EntityColors.clear();
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m_ColorCounter[0] = 0;
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@@ -376,6 +378,7 @@ void PickingPass::ClearPicking()
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_PickingBuffer.Unbind();
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GLERROR("END");
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}
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