Use FBO for dynamic textures if possible. (https://bitbucket.org/simon_linden/viewmaster/changeset/24cdc2fee3d9)
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@@ -645,7 +645,7 @@ void LLMultisampleBuffer::release()
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if (mTex.size() > 0)
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{
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sBytesAllocated -= mResX*mResY*4*mResX*mResY*4*mTex.size();
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sBytesAllocated -= mResX*mResY*4*mTex.size();
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glDeleteRenderbuffers(mTex.size(), (GLuint *) &mTex[0]);
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mTex.clear();
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