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D3D: Mark FBO textures as render targets. Makes buffered rendering kinda work.
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@ -44,7 +44,7 @@ FBO *fbo_create(int width, int height, int num_color_textures, bool z_stencil, F
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fbo->height = height;
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fbo->colorDepth = colorDepth;
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HRESULT rtResult = pD3Ddevice->CreateTexture(fbo->width, fbo->height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &fbo->tex, NULL);
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HRESULT rtResult = pD3Ddevice->CreateTexture(fbo->width, fbo->height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &fbo->tex, NULL);
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if (FAILED(rtResult)) {
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ELOG("Failed to create render target");
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delete fbo;
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