void Bloom::render(const Texture2D &src, const Texture2D &)
{
- 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_shader(blur_shader);
blur_shdata_common.apply();
for(unsigned i=0; i<2; ++i)
{
- Bind bind_fbo(fbo[i], true);
+ BindRestore bind_fbo(fbo[i]);
Bind bind_tex(i ? tex[0] : src);
blur_shdata[i].apply();
quad.draw();