From 14410ae5264e4e2a6c8d40ef05be9b972e9e351b Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Tue, 1 May 2018 19:01:01 +0200 Subject: [PATCH] - fixed: FDrawInfo must be kept around until DrawEndScene2D finishes. Otherwise some code crashes on invalid data. --- src/gl/scene/gl_scene.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 14c5d432fb..aba12b543c 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -722,7 +722,6 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f FDrawInfo::StartDrawInfo(this); ProcessScene(toscreen); if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. - FDrawInfo::EndDrawInfo(); if (mainview && FGLRenderBuffers::IsEnabled()) { @@ -741,6 +740,7 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f DrawBlend(lviewsector); } + FDrawInfo::EndDrawInfo(); GLRenderer->mDrawingScene2D = false; if (!stereo3dMode.IsMono() && FGLRenderBuffers::IsEnabled()) GLRenderer->mBuffers->BlitToEyeTexture(eye_ix);