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Don't call glBindImageTexture if it is not supported.
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@ -291,7 +291,8 @@ void FrameBufferList::attachDepthBuffer()
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#ifndef GLES2
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GLuint attachments[1] = { GL_COLOR_ATTACHMENT0 };
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glDrawBuffers(1, attachments);
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glBindImageTexture(depthImageUnit, pDepthBuffer->m_pDepthTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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if (video().getRender().isImageTexturesSupported())
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glBindImageTexture(depthImageUnit, pDepthBuffer->m_pDepthTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
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#endif
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assert(checkFBO());
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} else if (m_pCurrent != NULL) {
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