fixed many memory leaks
added working shadows, using basic shadow mapping
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@@ -15,7 +15,16 @@ void GLRenderToTexture::init(int width, int height, GLuint textureId, int render
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glGenFramebuffers(1, &m_framebufferName);
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glBindFramebuffer(GL_FRAMEBUFFER, m_framebufferName);
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switch (m_renderTextureType)
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// The depth buffer
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// glGenRenderbuffers(1, &m_depthrenderbuffer);
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// glBindRenderbuffer(GL_RENDERBUFFER, m_depthrenderbuffer);
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// glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
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// glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthrenderbuffer);
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switch (m_renderTextureType)
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{
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case RENDERTEXTURE_COLOR:
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{
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@@ -32,14 +41,7 @@ void GLRenderToTexture::init(int width, int height, GLuint textureId, int render
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b3Assert(0);
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}
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};
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// The depth buffer
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glGenRenderbuffers(1, &m_depthrenderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, m_depthrenderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, m_depthrenderbuffer);
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glBindFramebuffer( GL_FRAMEBUFFER, 0 );
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