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don't double buffer 3D framebuffers for the GL Renderer
looks like leftovers from when 3D+2D composition was done in the frontend
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@ -143,11 +143,11 @@ private:
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bool BetterPolygons {};
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int ScreenW {}, ScreenH {};
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GLuint FramebufferTex[8] {};
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int FrontBuffer {};
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GLuint FramebufferID[4] {}, PixelbufferID {};
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GLuint ColorBufferTex {}, DepthBufferTex {}, AttrBufferTex {};
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GLuint DownScaleBufferTex {};
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GLuint PixelbufferID {};
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GLuint MainFramebuffer {}, DownscaleFramebuffer {};
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u32 Framebuffer[256*192] {};
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};
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}
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