color_buf = new Texture2D;
color_buf->set_min_filter(NEAREST);
color_buf->set_mag_filter(NEAREST);
+ color_buf->set_wrap(CLAMP_TO_EDGE);
color_buf->storage((hdr ? RGB16F : RGB), width, height);
fbo->attach(COLOR_ATTACHMENT0, *color_buf, 0);
depth_buf = new Texture2D;
depth_buf->set_min_filter(NEAREST);
depth_buf->set_mag_filter(NEAREST);
+ depth_buf->set_wrap(CLAMP_TO_EDGE);
depth_buf->storage(DEPTH_COMPONENT, width, height);
fbo->attach(DEPTH_ATTACHMENT, *depth_buf, 0);
}