SSAO and Glow is no longe conflicting with each other.
Texture should get the id = 0 when they are deleted and not assigned a new texture after. Else they will start to conflict with each other.
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@@ -143,7 +143,6 @@ void Renderer::Draw(RenderFrame& frame)
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}
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PerformanceTimer::StartTimer("Renderer-AO generation");
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m_SSAOPass->Draw(m_PickingPass->DepthBuffer(), frame.RenderScenes.front()->Camera);
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GLuint ao = m_SSAOPass->SSAOTexture();
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PerformanceTimer::StopTimer("Renderer-AO generation");
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for (auto scene : frame.RenderScenes){
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@@ -159,8 +158,8 @@ void Renderer::Draw(RenderFrame& frame)
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Light Culling");
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m_LightCullingPass->CullLights(*scene);
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GLERROR("LightCulling");
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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m_DrawFinalPass->Draw(*scene);
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PerformanceTimer::StartTimerAndStopPrevious("Renderer-Draw Geometry+Light");
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GLERROR("Draw Geometry+Light");
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//m_DrawScenePass->Draw(*scene);
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