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@@ -24,6 +24,7 @@ void HydraOutputActor::_CreateMaterial()
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GL_RGBA8,
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GL_NEAREST,
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GL_NEAREST);
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HydraID depth = engine->TextureBufferManager()->CreateTexture("deferred_depth",
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render_settings.DisplayWidth,
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render_settings.DisplayHeight,
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@@ -52,6 +53,7 @@ void HydraOutputActor::_CreateMaterial()
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GL_NEAREST,
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GL_NEAREST);
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// engine->TextureBufferManager()->BindTexture(depth);
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// engine->TextureBufferManager()->BindTexture(buffer_0);
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texture_buffers.resize(16);
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