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Avoid overriding vr eye-specific buffer binding during 2D rendering.
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1 changed files with 3 additions and 1 deletions
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@ -50,6 +50,7 @@
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/renderer/gl_renderbuffers.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/data/gl_vertexbuffer.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "gl/scene/gl_drawinfo.h"
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#include "hwrenderer/utility/hw_vrmodes.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_presentshader.h"
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#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
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#include "hwrenderer/postprocessing/hw_present3dRowshader.h"
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#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
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#include "hwrenderer/postprocessing/hw_shadowmapshader.h"
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@ -422,7 +423,8 @@ void FGLRenderer::Draw2D(F2DDrawer *drawer)
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{
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{
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twoD.Clock();
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twoD.Clock();
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FGLDebug::PushGroup("Draw2D");
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FGLDebug::PushGroup("Draw2D");
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mBuffers->BindCurrentFB();
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if (VRMode::GetVRMode(true)->mEyeCount == 1)
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mBuffers->BindCurrentFB();
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const auto &mScreenViewport = screen->mScreenViewport;
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const auto &mScreenViewport = screen->mScreenViewport;
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height);
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