Use glTexStorage when resizing framebuffers
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@@ -58,8 +58,6 @@ createLightMap pdata lightPoints nWalls nSils nsurfVs = do
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depthFunc $= Just Lequal
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forM_ lightPoints $ \((x,y,z),r,lum) -> do
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-- stencil out shadows
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--depthFunc $= Just Less
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--depthFunc $= Just Lequal
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colorMask $= Color4 Disabled Disabled Disabled Disabled
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clear [StencilBuffer]
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cullFace $= Just Back
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