oculus2
changeset 17:5558b43eb653
moved the glUseProgram(0) state cleanup to its proper place
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Wed, 29 Oct 2014 01:56:42 +0200 |
parents | 0888d4e24e21 |
children | 64089dd45d50 |
files | src/main.c |
diffstat | 1 files changed, 5 insertions(+), 2 deletions(-) [+] |
line diff
1.1 --- a/src/main.c Wed Oct 29 01:09:33 2014 +0200 1.2 +++ b/src/main.c Wed Oct 29 01:56:42 2014 +0200 1.3 @@ -267,8 +267,6 @@ 1.4 glBindFramebuffer(GL_FRAMEBUFFER, fbo); 1.5 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); 1.6 1.7 - glUseProgram(0); 1.8 - 1.9 /* for each eye ... */ 1.10 for(i=0; i<2; i++) { 1.11 ovrEyeType eye = hmd->EyeRenderOrder[i]; 1.12 @@ -320,6 +318,11 @@ 1.13 1.14 ovrHmd_EndFrame(hmd, pose, &fb_ovr_tex[0].Texture); 1.15 1.16 + /* workaround for the oculus sdk distortion renderer bug, which uses a shader 1.17 + * program, and doesn't restore the original binding when it's done. 1.18 + */ 1.19 + glUseProgram(0); 1.20 + 1.21 assert(glGetError() == GL_NO_ERROR); 1.22 } 1.23