Update fixed color map for each eye, so light goggles would work in both eyes in stereo 3d modes.

This commit is contained in:
Christopher Bruns 2017-06-27 11:26:22 -04:00 committed by Christoph Oelckers
parent 1562d64580
commit e9f03102f4

View file

@ -819,6 +819,8 @@ sector_t * GLSceneDrawer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, f
stereo3dMode.SetUp(); stereo3dMode.SetUp();
for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix) for (int eye_ix = 0; eye_ix < stereo3dMode.eye_count(); ++eye_ix)
{ {
if (eye_ix > 0)
SetFixedColormap(camera->player); // reiterate color map for each eye, so night vision goggles work in both eyes
const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix); const s3d::EyePose * eye = stereo3dMode.getEyePose(eye_ix);
eye->SetUp(); eye->SetUp();
GLRenderer->SetOutputViewport(bounds); GLRenderer->SetOutputViewport(bounds);