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Fixed broken Interleaved 3D output when GL Sampler objects are used
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1 changed files with 7 additions and 0 deletions
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@ -37,6 +37,7 @@
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/renderer/gl_postprocessstate.h"
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#include "gl/system/gl_framebuffer.h"
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#include "gl/shaders/gl_present3dRowshader.h"
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@ -122,6 +123,8 @@ static void prepareInterleavedPresent(FPresentStereoShaderBase& shader)
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void CheckerInterleaved3D::Present() const
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{
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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prepareInterleavedPresent(*GLRenderer->mPresent3dCheckerShader);
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// Compute absolute offset from top of screen to top of current display window
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@ -165,6 +168,8 @@ void s3d::CheckerInterleaved3D::AdjustViewports() const
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void ColumnInterleaved3D::Present() const
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{
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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prepareInterleavedPresent(*GLRenderer->mPresent3dColumnShader);
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// Compute absolute offset from top of screen to top of current display window
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@ -185,6 +190,8 @@ void ColumnInterleaved3D::Present() const
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void RowInterleaved3D::Present() const
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{
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FGLPostProcessState savedState;
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savedState.SaveTextureBindings(2);
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prepareInterleavedPresent(*GLRenderer->mPresent3dRowShader);
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// Compute absolute offset from top of screen to top of current display window
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