Fixed some rendering bugs and some code refactoring
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@@ -1,14 +1,14 @@
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#include "Rendering/DrawFinalPassState.h"
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DrawFinalPassState::DrawFinalPassState()
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DrawFinalPassState::DrawFinalPassState(GLuint frameBuffer)
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{
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//BindFramebuffer(0);
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BindFramebuffer(frameBuffer);
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Enable(GL_BLEND);
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BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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Enable(GL_DEPTH_TEST);
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Enable(GL_CULL_FACE);
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ClearColor(glm::vec4(155.f / 255, 0.f / 255, 155.f / 255, 0.f));
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ClearColor(glm::vec4(0.f, 0.f, 0.f, 0.f));
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}
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DrawFinalPassState::~DrawFinalPassState()
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