more workaround for glDrawBuffers issue
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@@ -66,9 +66,9 @@ bool GLRenderToTexture::enable()
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}
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case RENDERTEXTURE_DEPTH:
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{
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GLenum drawBuffers[2] = {GL_DEPTH_ATTACHMENT,0};
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glDrawBuffers(1, drawBuffers);
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//glDrawBuffer(GL_NONE);
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GLenum drawBuffers[2] = { GL_NONE, 0 };// GL_DEPTH_ATTACHMENT, 0};
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glDrawBuffers(1, drawBuffers);
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// glDrawBuffer(GL_NONE);
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break;
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}
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default:
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