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- 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.
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1 changed files with 2 additions and 1 deletions
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@ -810,6 +810,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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mViewActor=camera;
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mViewActor=camera;
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}
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}
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// 'viewsector' will not survive the rendering so it cannot be used anymore below.
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retval = viewsector;
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retval = viewsector;
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// Render (potentially) multiple views for stereo 3d
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// Render (potentially) multiple views for stereo 3d
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@ -838,7 +839,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo
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clipper.SafeAddClipRangeRealAngles(viewangle + a1, viewangle - a1);
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clipper.SafeAddClipRangeRealAngles(viewangle + a1, viewangle - a1);
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ProcessScene(toscreen);
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ProcessScene(toscreen);
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EndDrawScene(viewsector);
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if (mainview) EndDrawScene(retval); // do not call this for camera textures.
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eye->TearDown();
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eye->TearDown();
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}
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}
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stereo3dMode.TearDown();
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stereo3dMode.TearDown();
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