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Switched off filtering, at least temporarily, to try to ensure that sampling is all where it should be.
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@ -33,7 +33,7 @@ TextureTarget::TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit)
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uint8_t *blank_buffer = (uint8_t *)calloc((size_t)(_expanded_width * _expanded_height), 4);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)_expanded_width, (GLsizei)_expanded_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, blank_buffer);
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free(blank_buffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, _texture, 0);
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