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@@ -22,19 +22,21 @@ void Renderer::Ms::init()
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if( !normalFai.createEmpty2D( r.width, r.height, internal_format, GL_RGBA ) ||
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!diffuseFai.createEmpty2D( r.width, r.height, internal_format, GL_RGBA ) ||
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!specularFai.createEmpty2D( r.width, r.height, internal_format, GL_RGBA ) ||
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- !depthFai.createEmpty2D( r.width, r.height, GL_DEPTH24_STENCIL8_EXT, GL_DEPTH_STENCIL_EXT, GL_UNSIGNED_INT_24_8_EXT ) )
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+ //!depthFai.createEmpty2D( r.width, r.height, GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8 ) )
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+ !depthFai.createEmpty2D( r.width, r.height, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT, GL_FLOAT ) )
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{
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FATAL( "Failed to create one MS FAI. See prev error" );
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}
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// attach the buffers to the FBO
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- glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, normalFai.getGlId(), 0 );
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- glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_2D, diffuseFai.getGlId(), 0 );
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- glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT2_EXT, GL_TEXTURE_2D, specularFai.getGlId(), 0 );
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+ glFramebufferTexture2DEXT( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, normalFai.getGlId(), 0 );
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+ glFramebufferTexture2DEXT( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, GL_TEXTURE_2D, diffuseFai.getGlId(), 0 );
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+ glFramebufferTexture2DEXT( GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT2, GL_TEXTURE_2D, specularFai.getGlId(), 0 );
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- glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, depthFai.getGlId(), 0 );
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- glFramebufferTexture2DEXT( GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_TEXTURE_2D, depthFai.getGlId(), 0 );
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+ //glFramebufferTexture2DEXT( GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthFai.getGlId(), 0 );
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+ glFramebufferTexture2DEXT( GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, depthFai.getGlId(), 0 );
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+ glFramebufferTexture2DEXT( GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depthFai.getGlId(), 0 );
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// test if success
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if( !fbo.isGood() )
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