PickingPass now sets state and clear it when done.
PickingState now it's own class so renderer is a bit cleaner.
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@@ -48,13 +48,21 @@ void FrameBuffer::Generate()
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switch ((*it)->m_ResourceType) {
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case GL_TEXTURE_2D:
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glFramebufferTexture2D(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle, 0);
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GLERROR("FrameBuffer generate: glFramebufferTexture2D");
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break;
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case GL_RENDERBUFFER:
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, (*it)->m_Attachment, (*it)->m_ResourceType, *(*it)->m_ResourceHandle);
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GLERROR("FrameBuffer generate: glFramebufferRenderbuffer");
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if ( (*it)->m_Attachment != GL_COLOR_ATTACHMENT0 ||
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(*it)->m_Attachment != GL_DEPTH_ATTACHMENT ||
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(*it)->m_Attachment != GL_STENCIL_ATTACHMENT)
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{
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LOG_ERROR("RenderBuffer Attachment not valid.");
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}
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break;
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}
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GLERROR("FrameBuffer generate");
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if ((*it)->m_Attachment != GL_DEPTH_ATTACHMENT) {
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attachments.push_back((*it)->m_Attachment);
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