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Am 2015-05-19 um 12:28 schrieb Henri Verbeet:
This is kind of pointless. Any of the FramebufferTexture*() calls
with a 0 texture will detach the current attachment. You shouldn't
need to detach the current attachment before attaching a new one
either, but I suppose the existing code already does that.
I ran into issues without this on some driver (probably r200) and
decided to copy the detaching from the post pixel shader blend code.
It might have been due to a different bug, possibly in the driver.
I'll check.
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