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Fix crash with MSAA buffer generation when compiling in Debug on Windows
Cleanup of logging behavior
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@@ -86,7 +86,7 @@ FramebufferRenderer::FramebufferRenderer()
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FramebufferRenderer::~FramebufferRenderer() {}
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void FramebufferRenderer::initialize() {
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LINFO("Initializing FramebufferRenderer");
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LDEBUG("Initializing FramebufferRenderer");
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const GLfloat size = 1.0f;
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const GLfloat vertex_data[] = {
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@@ -590,7 +590,7 @@ void FramebufferRenderer::updateHDRData() {
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}
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void FramebufferRenderer::updateMSAASamplingPattern() {
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LINFO("Updating MSAA Sampling Pattern");
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LDEBUG("Updating MSAA Sampling Pattern");
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const int GRIDSIZE = 32;
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GLfloat step = 2.0f / static_cast<GLfloat>(GRIDSIZE);
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@@ -1315,7 +1315,7 @@ void saveTextureToMemory(const GLenum color_buffer_attachment,
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if (!memory.empty()) {
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memory.clear();
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}
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memory.reserve(width * height * 3);
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memory.resize(width * height * 3);
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float *tempMemory = new float[width*height * 3];
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