Move call to Stereo3DMode.AdjustPlayerSprites into FGLRenderer.DrawPlayerSprites()

(cherry picked from commit 5b5598d7d85c6bb8930e874d5d94cca835061bf0)
This commit is contained in:
Christopher Bruns 2016-09-19 21:21:20 -04:00 committed by Christoph Oelckers
parent a5c27af59b
commit a1cbd39f3f
2 changed files with 3 additions and 2 deletions

View file

@ -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 )
{

View file

@ -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 ||