diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 425841333f..246057ad26 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -661,8 +661,6 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector) Reset3DViewport(); - s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites(); - // [BB] Only draw the sprites if we didn't render a HUD model before. if ( renderHUDModel == false ) { diff --git a/src/gl/scene/gl_weapon.cpp b/src/gl/scene/gl_weapon.cpp index d8400aaf66..cfa5c05d71 100644 --- a/src/gl/scene/gl_weapon.cpp +++ b/src/gl/scene/gl_weapon.cpp @@ -46,6 +46,7 @@ #include "gl/shaders/gl_shader.h" #include "gl/textures/gl_material.h" #include "gl/renderer/gl_quaddrawer.h" +#include "gl/stereo3d/gl_stereo3d.h" EXTERN_CVAR (Bool, r_drawplayersprites) EXTERN_CVAR(Float, transsouls) @@ -198,6 +199,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep) AActor * playermo=players[consoleplayer].camera; player_t * player=playermo->player; + s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites(); + // this is the same as the software renderer if (!player || !r_drawplayersprites ||