Move glBindVertexArray(0) to a better place for deferred enabled
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@ -409,7 +409,6 @@ void ShaderBasedRenderer::renderSceneDeferred(scene::ICameraSceneNode * const ca
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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}
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glBindVertexArray(0);
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} //renderSceneDeferred
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@ -548,10 +547,10 @@ void ShaderBasedRenderer::renderPostProcessing(Camera * const camera,
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{
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scene::ICameraSceneNode * const camnode = camera->getCameraSceneNode();
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const core::recti &viewport = camera->getViewport();
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bool isRace = StateManager::get()->getGameState() == GUIEngine::GAME;
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FrameBuffer *fbo = m_post_processing->render(camnode, isRace, m_rtts);
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// The viewport has been changed using glViewport function directly
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// during scene rendering, but irrlicht thinks that nothing changed
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// when single camera is used. In this case we set the viewport
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@ -591,6 +590,7 @@ void ShaderBasedRenderer::renderPostProcessing(Camera * const camera,
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camera->activate();
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m_post_processing->renderPassThrough(fbo->getRTT()[0], viewport.LowerRightCorner.X - viewport.UpperLeftCorner.X, viewport.LowerRightCorner.Y - viewport.UpperLeftCorner.Y);
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}
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glBindVertexArray(0);
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} //renderPostProcessing
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// ----------------------------------------------------------------------------
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