copy construct RenderTarget.
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@@ -10,9 +10,6 @@ namespace JGL {
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class Texture; // Forward declare.
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}
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//TODO copy constructor for this. Copying this as it is and then that copy going out of scope will crash the program as it sits.
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//If you do copy it you're doing it wrong. But still.
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class JGL::RenderTarget {
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private:
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Color4 clear_color{0,0,0,0};
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@@ -59,6 +56,8 @@ public:
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/// Get the data back from the FBO. This is *not* async friendly.
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[[nodiscard]] std::vector<GLfloat> GetData() const;
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public:
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/// Copy constructor. Will always set "texture_created_by_us" to true and use our own texture to avoid memleaks.
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RenderTarget(const RenderTarget& rhs);
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/// Create a render target for a texture that already exists. For adding to an existing texture.
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explicit RenderTarget(const Texture* texture, const Color4& clear_color = Colors::Black);
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/// Create a Render Target with a brand new texture. Want to render JGL elements onto a texture and display it as a sprite?
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