- fixed: Camera textures and savegame pictures should not be drawn with a Stereo3D mode.

This commit is contained in:
Christoph Oelckers 2016-09-03 16:54:17 +02:00
parent e08015a181
commit 4a80f8e4ed
3 changed files with 10 additions and 2 deletions

View file

@ -822,7 +822,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
// Render (potentially) multiple views for stereo 3d
float viewShift[3];
const s3d::Stereo3DMode& stereo3dMode = s3d::Stereo3DMode::getCurrentMode();
const s3d::Stereo3DMode& stereo3dMode = mainview && toscreen? s3d::Stereo3DMode::getCurrentMode() : s3d::Stereo3DMode::getMonoMode();
stereo3dMode.SetUp();
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
{
@ -1313,7 +1313,7 @@ void FGLInterface::RenderTextureView (FCanvasTexture *tex, AActor *Viewpoint, in
gl_fixedcolormap=CM_DEFAULT;
gl_RenderState.SetFixedColormap(CM_DEFAULT);
bool usefb = gl_usefb || gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight();
bool usefb = !gl.legacyMode || gl_usefb || gltex->GetWidth() > screen->GetWidth() || gltex->GetHeight() > screen->GetHeight();
if (!usefb)
{
glFlush();

View file

@ -74,6 +74,7 @@ class Stereo3DMode
public:
/* static methods for managing the selected stereoscopic view state */
static const Stereo3DMode& getCurrentMode();
static const Stereo3DMode& getMonoMode();
Stereo3DMode();
virtual ~Stereo3DMode();

View file

@ -105,5 +105,12 @@ const Stereo3DMode& Stereo3DMode::getCurrentMode()
return *currentStereo3DMode;
}
const Stereo3DMode& Stereo3DMode::getMonoMode()
{
setCurrentMode(MonoView::getInstance());
return *currentStereo3DMode;
}
} /* namespace s3d */