BGE 2dFilters some extra fixes
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@ -159,7 +159,8 @@ void RAS_2DFilterManager::AnalyseShader(int passindex, vector<STR_String>& propN
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texflag[passindex] = 0;
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if(glGetUniformLocationARB(m_filters[passindex], "bgl_DepthTexture") != -1)
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{
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texflag[passindex] |= 0x1;
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if(GLEW_ARB_depth_texture)
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texflag[passindex] |= 0x1;
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}
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if(glGetUniformLocationARB(m_filters[passindex], "bgl_LuminanceTexture") != -1)
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{
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@ -262,7 +263,7 @@ void RAS_2DFilterManager::SetupTextures(bool depth, bool luminance)
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glGenTextures(1, (GLuint*)&texname[0]);
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glBindTexture(GL_TEXTURE_2D, texname[0]);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth, textureheight, 0, GL_RGB,
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texturewidth, textureheight, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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