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OpenXR - Rendering into VR framebuffer works
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@@ -105,19 +105,15 @@ bool ovrFramebuffer_Create(
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// Create depth buffer.
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GL(glGenRenderbuffers(1, &frameBuffer->DepthBuffers[i]));
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GL(glBindRenderbuffer(GL_RENDERBUFFER, frameBuffer->DepthBuffers[i]));
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GL(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, width, height));
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GL(glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height));
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GL(glBindRenderbuffer(GL_RENDERBUFFER, 0));
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// Create the frame buffer.
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GL(glGenFramebuffers(1, &frameBuffer->FrameBuffers[i]));
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GL(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBuffer->FrameBuffers[i]));
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GL(glFramebufferRenderbuffer(
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GL_DRAW_FRAMEBUFFER,
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GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER,
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frameBuffer->DepthBuffers[i]));
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GL(glFramebufferTexture2D(
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GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0));
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GL(glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, frameBuffer->DepthBuffers[i]));
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GL(glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, frameBuffer->DepthBuffers[i]));
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GL(glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, colorTexture, 0));
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GL(GLenum renderFramebufferStatus = glCheckFramebufferStatus(GL_DRAW_FRAMEBUFFER));
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GL(glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0));
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if (renderFramebufferStatus != GL_FRAMEBUFFER_COMPLETE) {
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