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Second linting pass and adding .clang_tidy file (#3128)
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@@ -131,16 +131,16 @@ void RenderablePolygonCloud::renderToTexture(GLuint textureToRenderTo,
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LDEBUG("Rendering to Texture");
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// Saves initial Application's OpenGL State
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GLint defaultFBO;
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GLint viewport[4];
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GLint defaultFBO = 0;
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std::array<GLint, 4> viewport;
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glGetIntegerv(GL_FRAMEBUFFER_BINDING, &defaultFBO);
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glGetIntegerv(GL_VIEWPORT, viewport);
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glGetIntegerv(GL_VIEWPORT, viewport.data());
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GLuint textureFBO;
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glGenFramebuffers(1, &textureFBO);
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glBindFramebuffer(GL_FRAMEBUFFER, textureFBO);
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GLenum drawBuffers[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, drawBuffers);
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const GLenum drawBuffers = GL_COLOR_ATTACHMENT0;
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glDrawBuffers(1, &drawBuffers);
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glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, textureToRenderTo, 0);
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