So this is what it looks like without #ifs...
Does not render yet. Look at GraphicsDevice.cs or OpenGLDevice.SetRenderTargets!
Set this to false each Flush for the next Draw.
Pulling more into OpenGLDevice. Still does not render.
nnnnNNNWOOPS
Fix glDrawBuffers
Basically what I said, except the exact opposite.
Bloobry renders!
Fix no-mip textures
Fix attributes, texture wraps
Get EG2 rendering again...
Fix some depth craziness for EG2
Adds a lot of GL calls, blech
Prevent redundant SetRenderTargets, fix the GraphicsDevice tabbing
I am good at testing
Fix CullMode for !IsRenderTargetBound
RenderTarget2D cleaned up, abstracted
So this file exists apparently!
Pulling more into OpenGLDevice...
Forgot to remove this!