On OpenGL ES, or when there is only one render target, behavior remains unchanged. On OpenGL with more than one render target, it uses GL.DrawBuffers() to bind them.
Adding MRT support back.
I'm not a fan of the array allocation. It should be allocated once at initialization to the maximum number of supported concurrent render targets. This will reduce garbage collection.
Can one of the admins verify this patch?
ok to test
+1 with @slygamer - this code will only be called in a single thread context, but it will get called millions of times in the course of a game. The array should be allocated once and reused.
Eliminated array allocation every frame.
@slygamer, @totallyeviljake: Were you thinking something along the lines of this? 4c32775
Yes, that's it.
You will have to pull latest from develop3d and merge it, then push to your branch. That will allow this change to be tested and merged cleanly.
So another complication here. We just applied the branch migration plans:
So the develop3d branch will stop being updated and eventually deleted. So that leaves you with a choice here:
Totally your call.
Sorry, I've been terrible about getting this done! I'll resubmit to the develop branch hopefully in the next day or two.