- glFramebufferTexture(GL_FRAMEBUFFER, gl_attach_point, attch.tex->id, attch.level);
- else if(attch.tex->target==GL_TEXTURE_2D_ARRAY)
- glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attach_point, attch.tex->id, attch.level, attch.layer);
- else if(attch.tex->target==GL_TEXTURE_3D)
- glFramebufferTexture3D(GL_FRAMEBUFFER, gl_attach_point, attch.tex->target, attch.tex->id, attch.level, attch.layer);
- else if(attch.tex->target==GL_TEXTURE_CUBE_MAP)
- glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, get_gl_cube_face(static_cast<TextureCubeFace>(attch.layer)), attch.tex->id, attch.level);
+ glFramebufferTexture(GL_FRAMEBUFFER, gl_attach_point, tex->id, attch.level);
+ else if(tex->target==GL_TEXTURE_2D_ARRAY)
+ glFramebufferTextureLayer(GL_FRAMEBUFFER, gl_attach_point, tex->id, attch.level, attch.layer);
+ else if(tex->target==GL_TEXTURE_3D)
+ glFramebufferTexture3D(GL_FRAMEBUFFER, gl_attach_point, tex->target, tex->id, attch.level, attch.layer);
+ else if(tex->target==GL_TEXTURE_CUBE_MAP)
+ glFramebufferTexture2D(GL_FRAMEBUFFER, gl_attach_point, get_gl_cube_face(static_cast<TextureCubeFace>(attch.layer)), tex->id, attch.level);