minus inclusion, a bit of correctness in FBO_fallback
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@@ -1378,8 +1378,6 @@ public:
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}
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void save(){
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glBindTexture( GL_TEXTURE_2D, _tex );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, 0, 0, _width, _height, 0 );
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//glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, 0, m_nWidth, m_nHeight );
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glBindTexture( GL_TEXTURE_2D, 0 );
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@@ -1406,13 +1404,9 @@ public:
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glEnable( GL_TEXTURE_2D );
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glDisable( GL_BLEND );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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glBindTexture( GL_TEXTURE_2D, _tex );
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glColor4f( 1.f, 1.f, 1.f, 1.f );
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glBegin( GL_QUADS );
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@@ -1430,6 +1424,13 @@ public:
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protected:
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void construct() {
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glGenTextures( 1, &_tex );
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glEnable( GL_TEXTURE_2D );
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glBindTexture( GL_TEXTURE_2D, _tex );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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glBindTexture( GL_TEXTURE_2D, 0 );
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_constructed = true;
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}
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private:
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