- fixed: The stereo3D code accessed the global 'viewsector' variable at a place where it no longer contained a correct value.

- fixed: The same code did not exclude camera texture views from drawing the 2D overlay.
This commit is contained in:
Christoph Oelckers 2016-01-04 00:45:44 +01:00
parent bb355b3a78
commit cc10fe9bc3

View file

@ -810,6 +810,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
mViewActor=camera; mViewActor=camera;
} }
// 'viewsector' will not survive the rendering so it cannot be used anymore below.
retval = viewsector; retval = viewsector;
// Render (potentially) multiple views for stereo 3d // Render (potentially) multiple views for stereo 3d
@ -838,7 +839,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
clipper.SafeAddClipRangeRealAngles(viewangle + a1, viewangle - a1); clipper.SafeAddClipRangeRealAngles(viewangle + a1, viewangle - a1);
ProcessScene(toscreen); ProcessScene(toscreen);
EndDrawScene(viewsector); if (mainview) EndDrawScene(retval); // do not call this for camera textures.
eye->TearDown(); eye->TearDown();
} }
stereo3dMode.TearDown(); stereo3dMode.TearDown();