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Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites()
(cherry picked from commit 5b5598d7d85c6bb8930e874d5d94cca835061bf0)
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2 changed files with 3 additions and 2 deletions
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@ -661,8 +661,6 @@ void FGLRenderer::EndDrawScene(sector_t * viewsector)
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Reset3DViewport();
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Reset3DViewport();
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s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites();
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// [BB] Only draw the sprites if we didn't render a HUD model before.
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// [BB] Only draw the sprites if we didn't render a HUD model before.
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if ( renderHUDModel == false )
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if ( renderHUDModel == false )
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{
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{
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@ -46,6 +46,7 @@
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#include "gl/shaders/gl_shader.h"
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#include "gl/shaders/gl_shader.h"
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#include "gl/textures/gl_material.h"
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#include "gl/textures/gl_material.h"
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#include "gl/renderer/gl_quaddrawer.h"
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#include "gl/renderer/gl_quaddrawer.h"
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#include "gl/stereo3d/gl_stereo3d.h"
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EXTERN_CVAR (Bool, r_drawplayersprites)
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EXTERN_CVAR (Bool, r_drawplayersprites)
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EXTERN_CVAR(Float, transsouls)
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EXTERN_CVAR(Float, transsouls)
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@ -198,6 +199,8 @@ void FGLRenderer::DrawPlayerSprites(sector_t * viewsector, bool hudModelStep)
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AActor * playermo=players[consoleplayer].camera;
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AActor * playermo=players[consoleplayer].camera;
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player_t * player=playermo->player;
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player_t * player=playermo->player;
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s3d::Stereo3DMode::getCurrentMode().AdjustPlayerSprites();
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// this is the same as the software renderer
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// this is the same as the software renderer
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if (!player ||
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if (!player ||
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!r_drawplayersprites ||
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!r_drawplayersprites ||
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