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@ -193,7 +193,9 @@ RTT::RTT(size_t width, size_t height)
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glBindTexture(GL_TEXTURE_2D_ARRAY, shadowDepthTex);
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glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, GL_DEPTH_STENCIL, 1024, 1024, 4, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
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shadowFBO = new FrameBuffer(std::vector<GLuint> {shadowColorTex}, shadowDepthTex, 1024, 1024);
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somevector.clear();
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somevector.push_back(shadowColorTex);
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shadowFBO = new FrameBuffer(somevector, shadowDepthTex, 1024, 1024);
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}
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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