From 03fa1a12cbcfc741060001beb7b363cf4a0e5b5d Mon Sep 17 00:00:00 2001 From: Christopher Bruns Date: Sun, 19 Aug 2018 15:23:03 -0700 Subject: [PATCH] Avoid overriding vr eye-specific buffer binding during 2D rendering. --- src/gl/renderer/gl_renderer.cpp | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/src/gl/renderer/gl_renderer.cpp b/src/gl/renderer/gl_renderer.cpp index a2dfaebaa4..47d82c965c 100644 --- a/src/gl/renderer/gl_renderer.cpp +++ b/src/gl/renderer/gl_renderer.cpp @@ -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);