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https://github.com/DrBeef/ioq3quest.git
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Added glFlush
to see if it helps with the weapon disappearing in the right eye issue
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9489c0f106
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4 changed files with 17 additions and 0 deletions
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@ -1773,6 +1773,12 @@ const void* RB_SwitchEye( const void* data ) {
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if(tess.numIndexes)
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RB_EndSurface();
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if (r_useFlush->integer)
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{
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//FLush all open gl commands up to now
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qglFlush();
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}
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// Not calling FBO_Bind explicitly, since we just update the frameBuffer
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// within the struct.
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if (tr.renderFbo == glState.currentFBO)
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@ -561,6 +561,12 @@ void RE_EndFrame( int *frontEndMsec, int *backEndMsec ) {
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R_IssueRenderCommands( qtrue );
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if (r_useFlush->integer)
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{
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//FLush all open gl commands
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qglFlush();
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}
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R_InitNextFrame();
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if ( frontEndMsec ) {
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@ -60,6 +60,8 @@ cvar_t *r_znear;
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cvar_t *r_zproj;
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cvar_t *r_stereoSeparation;
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cvar_t *r_useFlush;
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cvar_t *r_skipBackEnd;
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cvar_t *r_stereoEnabled;
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@ -1307,6 +1309,7 @@ void R_Register( void )
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ri.Cvar_CheckRange( r_znear, 0.001f, 200, qfalse );
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r_zproj = ri.Cvar_Get( "r_zproj", "64", CVAR_ARCHIVE );
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r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "64", CVAR_ARCHIVE );
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r_useFlush = ri.Cvar_Get( "r_useFlush", "1", CVAR_ARCHIVE );
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r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE );
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r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE );
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vr_deathCam = ri.Cvar_Get( "vr_deathCam", "0", CVAR_TEMP );
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@ -1692,6 +1692,8 @@ extern cvar_t *r_znear; // near Z clip plane
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extern cvar_t *r_zproj; // z distance of projection plane
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extern cvar_t *r_stereoSeparation; // separation of cameras for stereo rendering
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extern cvar_t *r_useFlush; // whether an open gl glFlush is issued atthe end of each eye rendering
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extern cvar_t *r_measureOverdraw; // enables stencil buffer overdraw measurement
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extern cvar_t *r_lodbias; // push/pull LOD transitions
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