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Use glDeleteRenderbuffersEXT to delete m_depthBuffer
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@ -53,7 +53,7 @@ RenderTextureImplFBO::~RenderTextureImplFBO()
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if (m_depthBuffer)
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{
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GLuint depthBuffer = static_cast<GLuint>(m_depthBuffer);
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glCheck(glDeleteFramebuffersEXT(1, &depthBuffer));
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glCheck(glDeleteRenderbuffersEXT(1, &depthBuffer));
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}
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// Destroy the frame buffer
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