- GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phases[phase]->output_width, phases[phase]->output_height);
- output_textures.insert(make_pair(phases[phase], tex_num));
+ GLuint tex_num = resource_pool->create_2d_texture(GL_RGBA16F_ARB, phase->output_width, phase->output_height);
+ output_textures.insert(make_pair(phase, tex_num));