Removing a superfluous clear from Application.cpp. It's only required in client distortion mode

This commit is contained in:
Brad Davis 2015-03-16 12:22:35 -07:00
parent f699a9c6f2
commit 5aa4277d9b
2 changed files with 4 additions and 4 deletions

View file

@ -747,10 +747,6 @@ void Application::paintGL() {
}
if (OculusManager::isConnected()) {
//Clear the color buffer to ensure that there isnt any residual color
//Left over from when OR was not connected.
glClear(GL_COLOR_BUFFER_BIT);
//When in mirror mode, use camera rotation. Otherwise, use body rotation
if (_myCamera.getMode() == CAMERA_MODE_MIRROR) {
OculusManager::display(_myCamera.getRotation(), _myCamera.getPosition(), _myCamera);

View file

@ -560,6 +560,10 @@ void OculusManager::display(const glm::quat &bodyOrientation, const glm::vec3 &p
//Wait till time-warp to reduce latency
ovr_WaitTillTime(_hmdFrameTiming.TimewarpPointSeconds);
//Clear the color buffer to ensure that there isnt any residual color
//Left over from when OR was not connected.
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, finalFbo->texture());
//Renders the distorted mesh onto the screen