OpenGLRenderer: Fix FBO clearing when scissor is enabled
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@@ -20,12 +20,14 @@ namespace Nz
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bool hasDepth = false;
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bool hasStencil = false;
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m_attachmentSizes.resize(attachments.size());
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for (std::size_t i = 0; i < attachments.size(); ++i)
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{
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assert(attachments[i]);
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const OpenGLTexture& glTexture = static_cast<const OpenGLTexture&>(*attachments[i]);
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Vector2ui textureSize = Vector2ui(glTexture.GetSize());
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m_attachmentSizes[i] = textureSize;
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if (i == 0)
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m_size = textureSize;
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