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Update fixed color map for each eye, so light goggles would work in both eyes in stereo 3d modes.
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@ -819,6 +819,8 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
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stereo3dMode.SetUp();
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for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
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{
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if (eye_ix > 0)
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SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes
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const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
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eye->SetUp();
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GLRenderer->SetOutputViewport(bounds);
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