Removed Boost dependency, WIP Android (Vulkan) support
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@@ -553,7 +553,7 @@ void KRCamera::createBuffers(GLint renderBufferWidth, GLint renderBufferHeight)
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
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GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_backingWidth, m_backingHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL));
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GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_backingWidth, m_backingHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
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GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, compositeColorTexture, 0));
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// ----- Create Depth Texture for compositeFramebuffer -----
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@@ -579,7 +579,7 @@ void KRCamera::createBuffers(GLint renderBufferWidth, GLint renderBufferHeight)
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
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GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_backingWidth, m_backingHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL));
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GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_backingWidth, m_backingHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
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GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, lightAccumulationTexture, 0));
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}
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@@ -618,7 +618,7 @@ void KRCamera::createBuffers(GLint renderBufferWidth, GLint renderBufferHeight)
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR));
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
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GLDEBUG(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); // This is necessary for non-power-of-two textures
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GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, volumetricBufferWidth, volumetricBufferHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL));
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GLDEBUG(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, volumetricBufferWidth, volumetricBufferHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL));
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GLDEBUG(glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, volumetricLightAccumulationTexture, 0));
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}
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}
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