mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-10 23:01:59 +00:00
Avoid overriding vr eye-specific buffer binding during 2D rendering.
This commit is contained in:
parent
fad406c4c9
commit
03fa1a12cb
1 changed files with 3 additions and 1 deletions
|
@ -50,6 +50,7 @@
|
|||
#include "gl/renderer/gl_renderbuffers.h"
|
||||
#include "gl/data/gl_vertexbuffer.h"
|
||||
#include "gl/scene/gl_drawinfo.h"
|
||||
#include "hwrenderer/utility/hw_vrmodes.h"
|
||||
#include "hwrenderer/postprocessing/hw_presentshader.h"
|
||||
#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
|
||||
#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
|
||||
|
@ -422,7 +423,8 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
|
|||
{
|
||||
twoD.Clock();
|
||||
FGLDebug::PushGroup("Draw2D");
|
||||
mBuffers->BindCurrentFB();
|
||||
if (VRMode::GetVRMode(true)->mEyeCount == 1)
|
||||
mBuffers->BindCurrentFB();
|
||||
const auto &mScreenViewport = screen->mScreenViewport;
|
||||
glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
|
||||
|
||||
|
|
Loading…
Reference in a new issue