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Corrects stencil buffer creation, and edges towards using it for [guaranteed] full-screen decay.
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@@ -41,7 +41,10 @@ TextureTarget::TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit,
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// Also add a stencil buffer if requested.
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if(has_stencil_buffer) {
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glGenRenderbuffers(1, &renderbuffer_);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer_);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX1, expanded_width_, expanded_height_);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, renderbuffer_);
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}
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// Check for successful construction.
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@@ -52,6 +55,7 @@ TextureTarget::TextureTarget(GLsizei width, GLsizei height, GLenum texture_unit,
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TextureTarget::~TextureTarget() {
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glDeleteFramebuffers(1, &framebuffer_);
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glDeleteTextures(1, &texture_);
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if(renderbuffer_) glDeleteRenderbuffers(1, &renderbuffer_);
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if(drawing_vertex_array_) glDeleteVertexArrays(1, &drawing_vertex_array_);
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if(drawing_array_buffer_) glDeleteBuffers(1, &drawing_array_buffer_);
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}
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