Cleaned up the applying of the glDrawBuffers()
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@ -517,12 +517,12 @@ void RenderStage::runCameraSetUp(osg::RenderInfo& renderInfo)
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// and before call to glCheckFramebufferStatus
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if ( !colorAttached )
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{
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setDrawBuffer( GL_NONE, true );
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setReadBuffer( GL_NONE, true );
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
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glDrawBuffer( GL_NONE );
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glReadBuffer( GL_NONE );
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#endif
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#if !defined(OSG_GLES1_AVAILABLE) && !defined(OSG_GLES2_AVAILABLE) && !defined(OSG_GLES3_AVAILABLE)
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setDrawBuffer( GL_NONE, false );
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setReadBuffer( GL_NONE, false );
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glDrawBuffer( GL_NONE );
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glReadBuffer( GL_NONE );
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#endif
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}
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GLenum status = ext->glCheckFramebufferStatus(GL_FRAMEBUFFER_EXT);
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