Renderer: Implement Framebuffers
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@@ -68,7 +68,7 @@ namespace Nz
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const TextureBinding& texBinding = std::get<TextureBinding>(binding.content);
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auto& textureDescriptor = m_owner.GetTextureDescriptor(m_poolIndex, m_bindingIndex, resourceIndex);
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textureDescriptor.bindingIndex = binding.bindingIndex;
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textureDescriptor.bindingIndex = UInt32(binding.bindingIndex);
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if (OpenGLTexture* glTexture = static_cast<OpenGLTexture*>(texBinding.texture))
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{
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@@ -79,29 +79,7 @@ namespace Nz
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else
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textureDescriptor.sampler = 0;
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switch (glTexture->GetType())
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{
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case ImageType_2D:
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textureDescriptor.textureTarget = GL::TextureTarget::Target2D;
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break;
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case ImageType_2D_Array:
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textureDescriptor.textureTarget = GL::TextureTarget::Target2D_Array;
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break;
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case ImageType_3D:
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textureDescriptor.textureTarget = GL::TextureTarget::Target3D;
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break;
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case ImageType_Cubemap:
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textureDescriptor.textureTarget = GL::TextureTarget::Cubemap;
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break;
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case ImageType_1D:
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case ImageType_1D_Array:
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default:
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throw std::runtime_error("unsupported texture type");
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}
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textureDescriptor.textureTarget = OpenGLTexture::ToTextureTarget(glTexture->GetType());
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}
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else
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{
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