// And now the output. (Already set up for us if it is the last phase.)
if (!last_phase) {
- void *context = get_gl_context_identifier();
- fbo = resource_pool->create_fbo(context, (*output_textures)[phase]);
+ fbo = resource_pool->create_fbo((*output_textures)[phase]);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glViewport(0, 0, phase->output_width, phase->output_height);
}