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D3D resolveBindTexture implementation
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@@ -982,7 +982,6 @@ struct GLCommandQueue : IGraphicsCommandQueue
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const GLTextureR* tex = static_cast<const GLTextureR*>(cmd.resolveTex);
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GLenum target = (tex->m_samples > 1) ? GL_TEXTURE_2D_MULTISAMPLE : GL_TEXTURE_2D;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, tex->m_fbo);
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//glReadBuffer(GL_FRONT);
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glActiveTexture(GL_TEXTURE9);
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if (cmd.resolveColor && tex->m_bindTexs[0])
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{
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