Some cleanups
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@@ -91,6 +91,11 @@ void Framebuffer::setExposureCorrection(bool exposureCorrection)
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shaderProgram->unbind();
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}
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GLuint Framebuffer::getTextureId()
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{
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return textures[0];
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}
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DepthMap::DepthMap(int TYPE, int RESOLUTION) :
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cubeMap(RESOLUTION)
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{
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@@ -134,3 +139,18 @@ void DepthMap::unbind()
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{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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GLuint DepthMap::getFBO()
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{
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return depthMapFBO;
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}
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GLuint DepthMap::getDepthMap()
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{
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return depthMap;
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}
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GLuint DepthMap::getCubeMapId()
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{
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return cubeMap.getTextureId();
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}
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