Added FBO deletion support, and better FBO querry and fallback mechansim in RenderStage.
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@@ -749,6 +749,8 @@ void SceneView::flushAllDeletedGLObjects()
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osg::FragmentProgram::flushDeletedFragmentProgramObjects(_state->getContextID(),currentTime,availableTime);
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osg::Program::flushDeletedGlPrograms(_state->getContextID(),currentTime,availableTime);
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osg::Shader::flushDeletedGlShaders(_state->getContextID(),currentTime,availableTime);
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osg::RenderBuffer::flushDeletedRenderBuffers(_state->getContextID(),currentTime,availableTime);
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osg::FrameBufferObject::flushDeletedFrameBufferObjects(_state->getContextID(),currentTime,availableTime);
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}
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void SceneView::flushDeletedGLObjects(double& availableTime)
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@@ -763,6 +765,8 @@ void SceneView::flushDeletedGLObjects(double& availableTime)
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osg::FragmentProgram::flushDeletedFragmentProgramObjects(_state->getContextID(),currentTime,availableTime);
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osg::Program::flushDeletedGlPrograms(_state->getContextID(),currentTime,availableTime);
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osg::Shader::flushDeletedGlShaders(_state->getContextID(),currentTime,availableTime);
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osg::RenderBuffer::flushDeletedRenderBuffers(_state->getContextID(),currentTime,availableTime);
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osg::FrameBufferObject::flushDeletedFrameBufferObjects(_state->getContextID(),currentTime,availableTime);
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}
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void SceneView::draw()
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