auto& gl = *mImpl->mController.GetGL();
gl.Flush();
+ if(framebuffer->CaptureRequested())
+ {
+ framebuffer->DrawRenderedBuffer();
+ }
+
/* @todo Full dependency checking would need to store textures in Begin, and create
* fence objects here; but we're going to draw all fbos on shared context in serial,
* so no real need (yet). Might want to consider ensuring order of render passes,