We only uses one depth buffer now
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@@ -28,15 +28,13 @@ public:
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const ShaderProgram& PickingProgram() const { return *m_PickingProgram; }
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//const std::unordered_map<glm::ivec2, EntityID>& PickingColorsToEntity() const { return m_PickingColorsToEntity; }
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GLuint PickingTexture() const { return m_PickingTexture; }
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GLuint DepthBuffer() const { return m_DepthBuffer; }
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GLuint* DepthBuffer() { return &m_DepthBuffer; }
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const FrameBuffer& PickingBuffer() const { return m_PickingBuffer; }
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PickData Pick(glm::vec2 screenCoord);
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private:
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void GenerateTexture(GLuint* texture, GLenum wrapping, GLenum filtering, glm::vec2 dimensions, GLint internalFormat, GLint format, GLenum type) const;
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EventBroker* m_EventBroker;
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const IRenderer* m_Renderer;
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