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Better depth_stencil/depth_component seperation
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9faf063f4c
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@ -266,7 +266,6 @@ rebuild_bitplanes() {
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_textures[i]._rtm_mode = RTM_copy_texture;
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continue;
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}
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// Assign the texture to this slot.
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attach[plane] = tex;
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}
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@ -465,7 +464,7 @@ bind_slot(bool rb_resize, Texture **attach, RenderTexturePlane slot, GLenum atta
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// Allocate and bind the renderbuffer.
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glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, _rb[slot]);
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if (attachpoint == GL_DEPTH_ATTACHMENT_EXT) {
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if (_gsg->get_supports_depth_stencil()) {
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if (_gsg->get_supports_depth_stencil() && slot == RTP_depth_stencil) {
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glgsg->_glRenderbufferStorage(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
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_rb_size_x, _rb_size_y);
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glgsg->_glBindRenderbuffer(GL_RENDERBUFFER_EXT, 0);
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