Removed unnecessary clears
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@@ -155,14 +155,9 @@ namespace rndr {
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void RenderManager::render_all() {
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static const GLfloat color_clear[] = { 0.0f, 0.0f, 0.0f, 0.0f };
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static const GLfloat depth_clear = 1.0f;
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static const GLint stencil_clear = 0;
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gl_state_bind_framebuffer(0);
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gl_state_set_depth_mask(GL_TRUE);
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glClearBufferfv(GL_COLOR, 0, color_clear);
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glClearDepthf(depth_clear);
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gl_state_set_depth_mask(GL_FALSE);
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static const int32_t ibl_texture_index[] = {
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9, 10, 11, 12, 13
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@@ -342,12 +337,11 @@ namespace rndr {
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shad->curr_render_textures[1] = &shad->render_textures[1];
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shad->curr_render_textures[2] = &shad->render_textures[2];
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for (int32_t i = 1; i < 3; i++)
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for (int32_t j = 0; j < 4; j++) {
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shad->curr_render_textures[i]->Bind(j);
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glClearColorDLL(1.0f, 1.0f, 1.0f, 1.0f);
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glClearDLL(GL_COLOR_BUFFER_BIT);
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}
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for (int32_t i = 1; i < 3; i++) {
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shad->curr_render_textures[i]->Bind();
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glClearColorDLL(1.0f, 1.0f, 1.0f, 1.0f);
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glClearDLL(GL_COLOR_BUFFER_BIT);
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}
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}
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shader_glsl::unbind();
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gl_state_bind_framebuffer(0);
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