Whoops--fixed a matrix stack issue that was breaking Oculus rendering.

This commit is contained in:
Andrzej Kapolka 2013-05-20 16:52:40 -07:00
parent 24f52ff2fc
commit 5b0640bbbf

View file

@ -21,7 +21,6 @@ void Environment::init() {
}
void Environment::renderAtmosphere(Camera& camera) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glTranslatef(getAtmosphereCenter().x, getAtmosphereCenter().y, getAtmosphereCenter().z);
@ -72,10 +71,7 @@ void Environment::renderAtmosphere(Camera& camera) {
program->release();
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopMatrix();
}
ProgramObject* Environment::createSkyProgram(const char* from, int* locations) {