Working on adapting for Windows
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@@ -87,13 +87,13 @@ namespace FRG {
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GL_TEXTURE_2D, depthTexture, 0);
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// No color buffer for this FBO — depth only.
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//#ifdef EMSCRIPTEN
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#if defined(EMSCRIPTEN) || defined(__ANDROID__)
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GLenum drawBuffers[] = { GL_NONE };
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glDrawBuffers(1, drawBuffers);
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/*#else
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#else
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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#endif*/
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#endif
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status != GL_FRAMEBUFFER_COMPLETE) {
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