occlusion.set_mag_filter(NEAREST);
occlusion.set_wrap(CLAMP_TO_EDGE);
fbo.attach(COLOR_ATTACHMENT0, occlusion, 0);
+ fbo.require_complete();
combine_texturing.attach(2, occlusion);
combine_texturing.attach(0, depth);
combine_texturing.attach(1, color);
- Bind unbind_dtest(static_cast<DepthTest *>(0), true);
- Bind unbind_blend(static_cast<Blend *>(0), true);
+ BindRestore unbind_dtest(static_cast<DepthTest *>(0));
+ BindRestore unbind_blend(static_cast<Blend *>(0));
{
- Bind bind_fbo(fbo, true);
+ BindRestore bind_fbo(fbo);
Bind bind_tex(occlude_texturing);
Bind bind_shader(occlude_shader);
occlude_shdata.apply();