We only uses one depth buffer now
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@@ -31,6 +31,16 @@ void CommonFunctions::GenerateTexture(GLuint* texture, GLenum wrapping, GLenum f
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GLERROR("Texture initialization failed");
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}
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void CommonFunctions::GenerateMultiSampleTexture(GLuint* texture, int numSamples, glm::vec2 dimensions, GLint internalFormat)
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{
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glDeleteTextures(1, texture);
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glGenTextures(1, texture);
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glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, *texture);
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glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, numSamples, internalFormat, dimensions.x, dimensions.y, false);
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GLERROR("Texture initialization failed");
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}
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void CommonFunctions::GenerateMipMapTexture(GLuint* texture, GLenum wrapping, glm::vec2 dimensions, GLint format, GLenum type, GLint numMipMaps)
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{
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glGenTextures(1, texture);
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