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Make framebuffer bindable #7

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@bit-hack

A framebuffer should be bindable rather then fixed at nano3d init time.
This would allow render to texture type effects.

The main problem I see is that the framebuffer owns the bins that are processed by the workers. So there is a lot of interference.

Perhaps we need a sync command that waits for all bins to finish rasterizing, and then we can switch framebuffers. This will make framebuffer switching expensive however.

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