diff --git a/libraries/entities-renderer/src/EntityTreeRenderer.cpp b/libraries/entities-renderer/src/EntityTreeRenderer.cpp index 790b833753..a29033f35e 100644 --- a/libraries/entities-renderer/src/EntityTreeRenderer.cpp +++ b/libraries/entities-renderer/src/EntityTreeRenderer.cpp @@ -504,7 +504,7 @@ void EntityTreeRenderer::render(RenderArgs* renderArgs) { // we must call endScene while we still have the tree locked so that no one deletes a model // on us while rendering the scene - Model::endScene(renderArgs->_renderMode, renderArgs); + Model::endScene(renderArgs); _tree->unlock(); glPushMatrix(); diff --git a/libraries/render-utils/src/Model.cpp b/libraries/render-utils/src/Model.cpp index 58eea49d03..e304e6ee05 100644 --- a/libraries/render-utils/src/Model.cpp +++ b/libraries/render-utils/src/Model.cpp @@ -1846,7 +1846,7 @@ void Model::setupBatchTransform(gpu::Batch& batch, RenderArgs* args) { batch.setViewTransform(_transforms[0]); } -void Model::endScene(RenderMode mode, RenderArgs* args) { +void Model::endScene(RenderArgs* args) { PROFILE_RANGE(__FUNCTION__); @@ -1855,6 +1855,8 @@ void Model::endScene(RenderMode mode, RenderArgs* args) { glPushMatrix(); #endif + auto mode = args->_renderMode; + RenderArgs::RenderSide renderSide = RenderArgs::MONO; if (args) { renderSide = args->_renderSide; diff --git a/libraries/render-utils/src/Model.h b/libraries/render-utils/src/Model.h index 779fe3a649..66a1a87d1f 100644 --- a/libraries/render-utils/src/Model.h +++ b/libraries/render-utils/src/Model.h @@ -103,7 +103,7 @@ public: // Scene rendering support static void startScene(RenderArgs::RenderSide renderSide); bool renderInScene(float alpha = 1.0f, RenderArgs* args = NULL); - static void endScene(RenderArgs::RenderMode mode = RenderArgs::DEFAULT_RENDER_MODE, RenderArgs* args = NULL); + static void endScene(RenderArgs* args); /// Sets the URL of the model to render. /// \param fallback the URL of a fallback model to render if the requested model fails to load